I had a good stint as an offensive/defensive heavy last night, and didn't have too much trouble picking med/long range targets off with prolonged fire. On that map with the large tower you need to defend, while walking around the boards halfway up I could take out medics, soldiers and turrets with about 5-6 seconds of spray.
Absolutely wonderful game though.
And it LOOKS like it does in the trailers.
Phenomenal.
Guess I'm just being picky then, I like accurate weapons, the sniper being the obvious choice, thats my favourite class, but I love to change, so maybe I'll have to spend more time as the slow ass heavy.
They need more CTF maps in my opinion. It's a great gameplay mode but only having one map makes it a bit routine. Also, I think they probably could increase the splash damage on the Rocket Launcher and the Grenade Launcher, or increase the grenade capacity to 6, because the Demoman is pretty screwed in combat situations unless you're really good at predicting where the other guy will be.
I've read that the spies take the name of someone playing as the class they're disguised as, so if Spoodie was an engineer and Lee chose engineer as a disguise, it'd pick Spoodie for the name, or a name of any other engineer.
I have no idea if this is the case, since I haven't been checking to see if classes match, but if it is true then it's a nice little detail that makes spies harder to spot.
Shirly if it's a beta then it won't have all the maps included, just an example of some of them? I wasn't aware of betas usually even having examples of all the game types.
From what I can tell it will take the name of someone playing that class, and if no one is playing that class it will just pick a random name from the other team.
As mentioned previously, all of the classes are fun to play (although there are a couple I've not tried yet), and the whole thing just feels wonderfully balanced.
I'd disagree with Pete about increasing the blast radius of rockets and decreasing the damage of demomen. Increasing blast radius would make Soldiers far too overpowered, and would probably lead to rocket sniping whores everywhere. The Demomen grenade things may be powerful, but they are also easily avoided, slow to detonate (unless you get hit in the face with one) and have the annoying tendency to bounce of things you didn't want them to.
I've not played as a Spy yet, but I do remember in TFC you could disguise yourself as a corpse - great fun lying in wait for Sniper whores who always pick the same spot.
Valve have certainly done a good job making it a fun game but I think the reason I'm not gushing for this game yet is that I didn't expect to be at such a disadvantage from those who played TFC a lot. Maps, the Spy and stuff like how the engineer works are second nature to many, even with the changes (although I don't know how big those changes are)
It's not like playing a brand new game that's new to everyone so I think it will be more enjoable once I become more familiar with it.
mrbobbins wrote:Valve have certainly done a good job making it a fun game but I think the reason I'm not gushing for this game yet is that I didn't expect to be at such a disadvantage from those who played TFC a lot. Maps, the Spy and stuff like how the engineer works are second nature to many, even with the changes (although I don't know how big those changes are)
It's not like playing a brand new game that's new to everyone so I think it will be more enjoable once I become more familiar with it.
I've only played TFC maybe 5 times, although I do seem to pick up some game mechanics quickly. oh hey look the background pic shows what map is coming up next
I've only played TFC a few times, and I found it pretty easy to pick up most of the stuff in TF2. I didn't know some of the spy stuff (like being able to cloak without losing your disguise) or what the sapper was for, and I didn't know you needed to gather metal to upgrade turrets, but after an hour or so of playing you figure it all out.
It's different enough to mean even people who've played it a lot have plenty of stuff to learn. Advantages I have might be a good sense of where sentries can be effective, knowing how to rocket-jump and having ideas on how not behave suspiciously as a spy.
The maps are almost unrecognisable, save 2Fort and any knowledge of effective sniping spots is wiped out by the new covered bridge in the centre.
Not knowing where I am immediately and where the various points that are supposed to be being contested is my biggest disadvantage, makes it hard to do anything other than defend. Scouts counting as two people for point captures was a surprise, too. Shooting the capture point rather than trying to get the scout looks a good tactic, and demomen (which hardly anyone is using much) will become more valuable for point defense.
I enjoyed last nights game much more, getting used to the maps and classes made it much more fun, and there was more teamwork, although the Polygon-of-Medics™ could use a little refinement.
But then there was the last round I played where 'RAPE' took on a new meaning, 2 fully upgraded turrets next to each other in an elevated position basically rendered us useless, I don't think it was impossible to counter but with randoms on our team it just turned into an infinite queue of cattle for the slaughter.
mrbobbins wrote:I enjoyed last nights game much more, getting used to the maps and classes made it much more fun, and there was more teamwork, although the Polygon-of-Medics™ could use a little refinement.
But then there was the last round I played where 'RAPE' took on a new meaning, 2 fully upgraded turrets next to each other in an elevated position basically rendered us useless, I don't think it was impossible to counter but with randoms on our team it just turned into an infinite queue of cattle for the slaughter.
What we really needed was a good heavy-medic uber-charge coupled with a spy mixing it up at the same time. Is was able to get up there and place sappers, but the engineers weren't going anywhere and spotted me right away. if a medic and heavy with the ubercharge had been there soaking up hits, that would allow for everyone to help take out the turrets and make them focus on either repairing or dealing with the spy.
The other problem with that rape extravaganza last night is that there was only one entrance/exit. I've noticed that on couple of the maps. I'm sure on TFC there was always a variety of ways to get into the base (Well, for instance, feels much smaller due to the lack of entry points).
TezzRexx wrote:Also, if you stare at a spy for long enough, their cover gets blown and you can see them again. Another good thing to watch out for; if a teammate appears to be stalking you, either try and look at him for long enough to lose his cover or shoot the fuck out of him, he's probably a spy.
Does it? I've been looking at people for ages and nothings happened. Last time I was really sure, I watched him running around for ages looking for someone to backshank, then when he stopped for a second, sniped him through the dome, beautiful.
The more I play this game the more I love it, it seems that every time we play we end up using some funny new tactic, like the scout rushing earlier tonight
Aaaaaaaaaaaaaaaand the hackers didn't take long. Some cum-catcher going by the name Karby was going down to the document room on 2fort and magically switching teams and managing to capture the documents over and over until he got 3.
That took all of 2 and a half days for that shit. Fuck hackers