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Team Fortress 2 Official PC Thread. SO. WORTH. IT.

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in TFC Medics were one of the best offensive classes because the Super Shotgun was so good. A medic with a S.Shotgun was just as deadly as a soldier with a rocket launcher in the right hands. Sounds like this is how Scout now plays.

So how are engineers now? In TFC their offense relied heavily on EMPs. Do they feel gimp now for offensive purposes or is there some sort of new balancing?
 

ggnoobIGN

Banned
Big Chief Crazy Cone said:
So how long after the real release will it take for Valve to update the SDK so we can make custom maps? By the time I retire?
I want Murderball
I can't wait for the tfc style dustbowl, though done properly this time. Murderball is going to be sick to. Osaka, Avanti, casbah, god I can't wait.
 

Woo-Fu

Banned
Teknopathetic said:
That said I *would* like grenades to be manually detonated (with no timer), and just have the detonate button only work for whichever weapon you were currently wielding. Meaning, you could only detonate grenades while using the grenade launcher, sticky bombs with sticky bomb launcher.

I wouldn't like that unless we could bind each det command. There are many times where the time it would take to switch weapons to explode my stickies would make those stickies worthless.

I think it works fine the way it is, reminds me quite a bit of the q2/ra2 grenade launcher.

...now all I need is a bind that detonates stickies right after I launch them for when I'm being chased by somebody with higher mobility. ;)
 
"So how are engineers now? In TFC their offense relied heavily on EMPs. Do they feel gimp now for offensive purposes or is there some sort of new balancing?"


Engineers are also a total support role. An engineer on offense does things like build turrets deeper in enemy territory to support the offensive push, teleporters to get people back into the action faster, and dispensers so the offense can comeback and refill instead of being worthless once they're out of ammo.
 
So what are the speed differences between the classes? Are medics still the second fastest?

HWG<Soldier<......................<Medic<Scout?

are most classes the same speed?
 
Speed is Scout > Pyro > Medic > Demoman ~= Soldier ~= Engineer > Sniper (I *think*) > Heavy.

I'm *pretty* sure Spy speed is variable with whatever class he's disguised as. His default speed may be faster than demo, etc. I also say ~= because I'm not 100% sure they're the exact same speed. But if they are different, it's very minute. I recall sniper being super slow.
 

epmode

Member
I'll have to test tomorrow about slower classes, but I'm positive he doesn't run as fast as a scout when you transform.
 

firex

Member
Yeah, I found nobody plays Medic either, which is why I got like half of the healing achievement in one game. I can see it being a lot better in competitive play, or at least playing with people you know. Just picking servers at random for me meant half the time my heavy/soldier/whatever partner would just screw us all over.

I'll say this; demoman is good if you have good performance, but way worse than any other class I've played if you're lagging or having bad fps or some other issue. I guess sniper could be worse, but I haven't tried it yet (that's probably what I'll play next). and I agree the regular grenade launcher could use a bigger clip. sticky bombs are surprisingly good because they make great traps. I just kind of wish they had a proximity effect to them as well, even though that might be really overpowered. As it is, when I played demo a few hours ago, I liked to put stickies all inside the roof of a capture point or right outside an entrance to a tunnel or something. With just a little bit bigger clip in the grenade launcher, I think they could stand up against some of the tougher classes... as it is I usually got my kills off scouts (if I got either a lucky grenade bounce or led them into some stickies), medics, engineers, and occasionally a pyro or some other big bulky class. I'm still pretty noob at this game though, so maybe my opinions aren't that worthwhile.
 

Ferrio

Banned
epmode said:
I'll have to test tomorrow about slower classes, but I'm positive he doesn't run as fast as a scout when you transform.

Spy only slows down when he disguises someone slower than him, if he turns into someone who's faster than him he'll use his normal speed.

Makes sense, don't wanna be a really fast HW guy, and don't want spy exploiting turning into a scout and zipping through enemies.
 
Teknopathetic said:
"So how are engineers now? In TFC their offense relied heavily on EMPs. Do they feel gimp now for offensive purposes or is there some sort of new balancing?"


Engineers are also a total support role. An engineer on offense does things like build turrets deeper in enemy territory to support the offensive push, teleporters to get people back into the action faster, and dispensers so the offense can comeback and refill instead of being worthless once they're out of ammo.



this server i was on tonight sucked so bad dude,

I was engie with a mega turret guarding our case on 2fort, and I capped theirs TWICE, as engie.....

yeah.......
 

jaask

Member
MaX_PL said:
this game is out already?
The beta is. Doesn't differ from the full game though, all the classes and levels are in. There may come some bug fixes or balancing patches though.
 
I dont remember much balancing being added to TFC, anyone recall any fixes that they made? I know they added teleporters towards the end of its life, but thats it
 

Coen

Member
Got a couple of hours in yesterday before Champions League night, my game is improving. I love playing supportive classes, especially medic and engineer. Medics are an easy class, ranking in a lot of points for staying out of the way and healing around the corner, yet invaluable to both defence and offence. Plus, they're hard to come by, so your teammates will be grateful.

Engineers are a bit harder, but really useful if played right. Setting up a chokepoint with a carefully placed sentry and a dispenser requires some knowledge of the map. If done right, engineers only need to worry about spies, plus the occasional demoman lobbing in some grenades. And wrenching a spy is just golden. I see a lot of engineers placing their sentries in open field to get some easy kills in, but leaving it unprotected like that isn't helping anyone. Bit disappointed with the use of transporters though. Half of the time, recharging takes about as much time as getting to the chokepoint on foot.
 

MutFox

Banned
Coen said:
Engineers are a bit harder, but really useful if played right. Setting up a chokepoint with a carefully placed sentry and a dispenser requires some knowledge of the map. If done right, engineers only need to worry about spies, plus the occasional demoman lobbing in some grenades. And wrenching a spy is just golden. I see a lot of engineers placing their sentries in open field to get some easy kills in, but leaving it unprotected like that isn't helping anyone. Bit disappointed with the use of transporters though. Half of the time, recharging takes about as much time as getting to the chokepoint on foot.

For me engineers are easiest so far...
My best point total with them on 1 life is 35, :p
which is the best out of all my classes.
 

Hitokage

Setec Astronomer
I really wish Soldier had a clip larger than 4. SO many times I've rushed on somebody instinctively expecting a 5th or 6th rocket to fire...

...but being able to use a rocket launcher at all makes me so happy. :D
 

MutFox

Banned
Hitokage said:
Was that the one when our team held Point C for 9 minutes to win the game?

Yeah... :lol
They never made it out of their spawn...
Except for 1 spy, who was killed very quickly.
 

Hitokage

Setec Astronomer
MutFox said:
Yeah... :lol
They never made it out of their spawn...
Except for 1 spy, who was killed very quickly.
Or wait, maybe I'm thinking of after you left. In the game I'm talking about, they quickly captured A and B, but my team held the line and won. Tre was there on the other team.

I played so much I can't keep it all straight. I DO remember one round where I got a TON of kills and destructions pumping rockets into the cave/trench that's gated during setup.
 
Teknopathetic said:
dispensers so the offense can comeback and refill instead of being worthless once they're out of ammo.

Better than THAT, dispensers also heal HEALTH and to multiple people simultaneously. If you have no medics, or if your medics suck (I played an entire match where our medic was just running around going for bonesaw kills) dispenser = game winner.

Going front line engy with a teleporter, a dispenser next to it and your SG offering a bit of protection to people popping out of it lets you really prevent the other team pushing you backwards.

EuroGAF TF2 event plz.
 
You get points for kills, captures, defenses, backstabs, destroying engineer equipment, and I think an extra point for revenge kills. Add all that up and those are your points.
 

Hitokage

Setec Astronomer
Teknopathetic said:
You get points for kills, captures, defenses, backstabs, destroying engineer equipment, and I think an extra point for revenge kills. Add all that up and those are your points.
You also get something for assists, I think.
 
LOWEST POSSIBLE SETTINGS - HIDE YOUR EYES GRAPHICS WHORES


tf2engineers.jpg

tf2madness.jpg

tf2medic.jpg

tf2scope.jpg

tf2scout.jpg

tfs2heavy.jpg
 
PhoenixDark said:
It's playable at least. Are you gonna upgrade your card before October 10th, like me?
I have a laptop, I'm not sure how that goes. I don't think I can. I might buy a 512 MB/1 GB stick of RAM to hold me over until I build a PC.
 

OatmealMu

Member
Actually doesn't look that bad on low settings. There's a definite lack of shader effects like

3aac8a0499b873ff8402e87416fb7d70.png


But other than that, it looks pretty good.
 

Victrix

*beard*
I hopped onto a server earlier with a few friends, turned out to be some clans server

After smushing the other team repeatedly on several maps, the clan players (who were on that team) quit the server

A few moments later, the defensive time remaining for the opposing team went from 5 minutes to 25 minutes

I'm pleased that the online community is as awesome as ever
 

Hitokage

Setec Astronomer
Ended up playing some more. Joined a game some gaffers were already playing in, overtook Tre and Ferrio's score, doubled my single-life kill record to 14, and dominated Ferrio!

Life is good. :D
 

Ferrio

Banned
Hitokage said:
Ended up playing some more. Joined a game some gaffers were already playing in, overtook Tre and Ferrio's score, doubled my single-life kill record to 14, and dominated Ferrio!

Life is good. :D



You're too chicken to actually attack though!
 

Hitokage

Setec Astronomer
Ferrio: I did that all last session, and wanted to play defense for a change. Besides, I'm the one always dying because I leap headfirst into places. :p
 
Just got done with a long play session...

tf2dustbowlsniper.jpg

tf2dustbowlsniper2.jpg


There are not many things more satisfying than shooting a Heavy in the face.

Edit: I love the stat tracking. I was able to see that I my kill streak was 16 (all headshots) with 33 points and 3,725 damage dealt. :D
 

Buggy Loop

Member
epmode said:
The spy's speed doesn't change when he's in disguise. Try switching into a scout to confirm.

Yup, which means a spy with a scout disguise is just plain dumb, he'll be found out immediatly, i've killed a couple of them since their speed were normal.
 
Jirotrom said:
Also, I think this game will do fantastic on Xbox live, so many cool things happining, and because of the way the players are balanced I don't think dual analog will be big a problem.
The only class i can see having a problem with dual analogues is the sniper. He will really need a bit of auto-aim help to stay a competitive class imo.



SuperEnemyCrab said:
Its also funny when people get the documents on 2fort, but don't know where to take them. I had to escort someone last night because they had been running around in circles with no idea what to do or where to go.
Yeah, i think a lot of that steams from the old 2FOrt because you used to cap on the balcony. I've seen a few people running around in the hut on the balcony trying to cap :). I think the current setup is much more newbie friendly... base to base.



WhatRuOn said:
Then you'd probably have to pay for them too...
Valve have already said that all new maps and content will be free (certainly for PC.... but they want free on consoles to so we will have to see if MS steps in again). This is what they have always done.
I think the current 6 maps have infinite re-playability. New maps are always good though. As with any online game.... you will usually end up with 3-4 maps that are played all the time.... at least here i think we have 6 that are already favourites. I love Hydra.... such a good idea that makes intelligent placement of things a necessity.



PeteJ said:
Getting pissed off with the new Scouts, their shotty is really powerful - I've seen soldiers running away from them. It shouldn't be like that! :lol

And bring back Rock2 :(
I think the only class that needs tweaking is the Pyro. This thread proves that. It is the only class where there is a general consensus that it is underpowered. Everyone else is posting screencaps of different classes where they have been strong. I have yet to play in a game where any class has dominated the scoreboard outright like the ones showed and i have been at the top of the leaderboard on multiple occasions with the Demo, Engineer and Sniper. I generally play these classes and pick them based on what my team needs. In this sense it probably helps games not becoming so one sided and stops any one class from domination.
Those complaining about the Spy have clearly never played it. it takes some serious skill to do consistently well as a spy. I've killed tonnes of them as an engineer.... especially on servers where FF is off. The fact that the cloaking is limited to 10s is a big factor. You can tell the people who never played TFC or the other TFs before though. They don't even notice when a teammate is acting funny and is clearly a spy.



ggnoobIGN said:
Granery is an AWESOME map. Might be my new main after Valve completly ruined Dustbwol. Also, they need to get rid of Demo's sticky bombs(As in the sticky part of them), They're pretty much useless now. It's funny that they list him under defense, because the Demoman in tf2 has become an awesome weapon in tf2 as opposed to the defensive backbone he was in tf1.5. I think he's the only class that I don't like the overall changes to. He could use some fixin' up.
How have they ruined dustbowl? It is great. The first 5 cap points are pretty easy to get but the 6th is a complete and utter power struggle! It's great, so long as you have a competent team.. which goes for any map.
The stikybombs are awesome. Much easier to place and the bouncers that detonate on impact compliment them perfectly. I love setting up my stickys on the cap points in dustbowl and hanging back picking off people with long range bouncers, only for 5 people to stand on the cap point whilst i am getting more health.... boom! 4 killed and one thrown away to be mowed down by a heavy.



It really is brilliantly balanced already (aside from the pyro imo) I don't think i have ever played such a well balanced class based multiplayer game. No weapons or classes seem over the top and the little tricks that have started to be employed show that there can be a lot of depth in the game.

One thing i would like to tinker with to see if it makes the game more interesting is to do with the uber charge. I would like to see:
When ubercharged, if the medic was not invulnerable, meaning that the class he is charging would have to protect him. If the medic is killed, then the invulnerability is lost from the other player.
This could add a whole other dimension to the teamwork required with this tactic.
It might suck in real play, but i would love to be able to test it out. After all, what are "beta's" for?




EDIT: Man, some of you maps must be lasting AGES! All the servers i have been on have had cap limits of 3, or area always over much quicker. So annoyed last night... we were winning hydra without giving up and cap point until the very last and sudden death. Were 1s away from winning (and getting the achievement!! Damn it!). I don't remember seeing anyone get over a score of 100 yet. I think my best is 92 or something.
 
"I think the only class that needs tweaking is the Scout. This thread proves that. It is the only class where there is a general consensus that it is underpowered."



Had me...and then you lost me.
 
Teknopathetic said:
"So how are engineers now? In TFC their offense relied heavily on EMPs. Do they feel gimp now for offensive purposes or is there some sort of new balancing?"


Engineers are also a total support role. An engineer on offense does things like build turrets deeper in enemy territory to support the offensive push, teleporters to get people back into the action faster, and dispensers so the offense can comeback and refill instead of being worthless once they're out of ammo.

Yeah man, some engineers are so bad. They just wanna get turrets up without thinking about portals. I have asked about 15 times on some levels and still not got any. They are essential in a well contested map like Well or Granary. No one seems to care though. Also, some seem to build turrets to the first stage, forgetting they need resources to upgrade them so have to run half a mile to get some. By the time they are back the piddly turret is destroyed. DISPENSERS people!! heh
I love playing Engineer though. It is much tougher now in terms of new buildings as with so many maps using progressive spawn points you need to be constantly thinking one step ahead.
 
Teknopathetic said:
"I think the only class that needs tweaking is the Scout. This thread proves that. It is the only class where there is a general consensus that it is underpowered."



Had me...and then you lost me.

Heh, sorry about that. Edited to Pyro. :)
 
I don't know exactly how Valve intended the Pyro to be played, but on FF off servers it is hands down the best spy hunter there is.

Torch everyone who comes near you, if they catch on fire they're a spy.

If they try and run by going invisible, they're still on fire and you can shotgun them in the back.
 
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