benjipwns
Banned
Blog update looking behind the scenes at Viaduct: http://www.teamfortress.com/post.php?id=2754
that's probably more to do with how shitty viaduct and nucleus are. Sawmill seems ok for a KOTH map, but those other 2 are just awful.Kuro Madoushi said:I hope there are some more class-changing updates soon.
Even with Potatomasher and Javaman and the other Gaffers on there, it is starting to get a bit boring. I don't like how the KOTH maps are set up and I especially don't like all the lag and choppiness I get when I play them.
I have to respectifully disagree. Viaduct is the epitome of KOTH with a good mix of tactics and deathmatch, and a good use for every single class. Nucleus and Sawmill then take things in opposite directions with Viaduct as their starting point.firex said:that's probably more to do with how shitty viaduct and nucleus are. Sawmill seems ok for a KOTH map, but those other 2 are just awful.
Kuro Madoushi said:I hope there are some more class-changing updates soon.
Even with Potatomasher and Javaman and the other Gaffers on there, it is starting to get a bit boring. I don't like how the KOTH maps are set up and I especially don't like all the lag and choppiness I get when I play them.
Yep, it had a good run. I guess KZ2/MAG and the PS3 is where we'll all have to head now. :lolJavaman said:I never thought I'd see the day, but I'm starting to get bored with the game as well. KOTH are more of an annoyance for me and the last couple of cp/cart maps have been really messed up balance wise. They sometimes fix the balancing issues, but I'm beginning to feel like I've played the game out.
Javaman said:I never thought I'd see the day, but I'm starting to get bored with the game as well. KOTH are more of an annoyance for me and the last couple of cp/cart maps have been really messed up balance wise. They sometimes fix the balancing issues, but I'm beginning to feel like I've played the game out.
Never.MNC said:TF2 getting boring? I stopped playing for about a month and I recently replayed with a friend, KOTH games and all. I love love loved it and the break I had was good for the game's lifespan, I can't wait to jump in again.
firex said:viaduct is garbage because you can easily stack engineers/snipers and camp anyone who tries to get close to the point. at that point you have to spy rush and also have a couple ubers going.
2 of each out of 12 players is pretty bad on viaduct. It's worse on that map mostly because of easier sniper spots and there's like, no really good safe spot to try and cap the point. So when a team rushes at the start, if their 8 non-snipers/engineers come out on top, the other team loses unless they build ubers. There is no real other strategy for it because the sentries will be placed in a spot where they will only hit you if you try to take the point, and the snipers cover everything else.Proven said:Snipers and Engineers? If there's just Snipers, you have to rush in bunny hopping with Soldiers and Demos. You'll force them out of their perch and push out anyone who's trying to give them forward cover. Just Engineers is even easier to take out, your only problem is less space to work with while the rest of their team is barreling, but a pair of Soldiers/Demos firing on one Sentry from a distance can take it out easy, and quickly stop and give a one-two explosive punch to anything coming around the corner. If you meet Pyros with reflection abilities, you got Heavies, and Pyros of your own help defend against their stickies and rockets.
I've faced teams with 3 Engies and 3 Snipers, but never both at once, and my team has come up on top, usually. And considering the sight lines in Viaduct and the sight lines in Sawmill, I don't see how you could've experienced all that on one and not the other.
You need to be vigilant. The only time two or three Engineers should ever be set up is when the rest of their team successfully managed a full wipe on your team, in which case they're doing pretty damn good already.
Edit: Class stacking in general can be a high annoyance. It doesn't make the map garbage, it just means you need to change server.
firex said:2 of each out of 12 players is pretty bad on viaduct. It's worse on that map mostly because of easier sniper spots and there's like, no really good safe spot to try and cap the point. So when a team rushes at the start, if their 8 non-snipers/engineers come out on top, the other team loses unless they build ubers. There is no real other strategy for it because the sentries will be placed in a spot where they will only hit you if you try to take the point, and the snipers cover everything else.
edit: and I don't believe 2 of a class is stacking, which is why viaduct is garbage. It just becomes worse when it's like 3 engineers/2 snipers or any kind of heavy combo of the two. Sawmill can be a problem with a bunch of engineers set up, but it has less safe spots to turtle and wall in the other team. Nucleus is just annoying because there are too many cheap sentry spots, so it encourages engineer stacking. I don't even mind all the easy sniper pickings in the middle since there's not a lot of safe areas for a sniper to sit and kill people on that map, but viaduct is so bad when that happens because there's no way to really ninja cap the point or anything, so your only real recourse is some way to take out snipers (I just said spy rush because that's probably the easiest way) and uber or way more coordination for the sentries than is necessary. It'd be ok if they had a little bit of crouch cover over the point or something, but it is so frustrating having an infinite death trap set up around the corner that will kill your team if they try and cap the point.
double secret edit: I think KOTH mode is garbage anyway though. It's a better way to play arena maps than arena mode, but I would be happier if they just stuck to CTF, CP push, attack/defend CP, PL and PLR modes instead. I just don't like these new modes. Need to find a server that does those 5 map types only or something.
This kind of bullshit is why TF2's community sucks ass ("I'm having a problem with this map because of the way it's laid out" gets a response of "LOLOL L2PLAY NUB MY K IS AWESOME" and this fun game with cartoon characters that are full of silly phrases is ruined with Counter-Strike masturbatory fantasies), but anyway, no, it's just a bad map because whoever takes it first sets it up so it's practically a killzone for the other team to walk into. It's too easy to garrison each side so you either get shot at by sentries when you try to cap the point, or shot at by sentries when you try to kill the snipers if you aren't able to take them out at range (you know, where snipers are best) and I just find it to be a poorly designed map precisely because it is as badly in favor of one team as hoodoo or dustbowl, but it merely favors whoever gets set up first instead of whoever's on defense.Proven said:Woah, woah, woah? Only 2-3 of each? I'm sorry, but you're either on a crap team or need to practice edging more.
firex said:This kind of bullshit is why TF2's community sucks ass ("I'm having a problem with this map because of the way it's laid out" gets a response of "LOLOL L2PLAY NUB MY K IS AWESOME" and this fun game with cartoon characters that are full of silly phrases is ruined with Counter-Strike masturbatory fantasies), but anyway, no, it's just a bad map because whoever takes it first sets it up so it's practically a killzone for the other team to walk into. It's too easy to garrison each side so you either get shot at by sentries when you try to cap the point, or shot at by sentries when you try to kill the snipers if you aren't able to take them out at range (you know, where snipers are best) and I just find it to be a poorly designed map precisely because it is as badly in favor of one team as hoodoo or dustbowl, but it merely favors whoever gets set up first instead of whoever's on defense.
Nucleus sucks because it's too easy to spawn camp and there are some annoying sentry locations that can snipe at anyone who tries to take over the point. They aren't totally safe spots so they're not terrible, but it's either an annoying oversight or meant to be there so engineers don't build up a defensive choke point. But KOTH mode is awful if only because of those 2 maps. Maybe later they will add more maps that are more fun to play and tougher for one side to camp on. But when you run into sentry farms around the corner on viaduct and the other side has snipers up on the catwalks to hit anyone who tries to go around, it's annoying because any kind of push requires an uber or for the attacking player to be way faster and better than the sniper, or a good spy, and this game has too many counters for spies/not enough good spies.
tl;dr version all the new maps in this update suck except Sawmill (solely because of people hitting the blades), arena mode sucks, KOTH mode sucks, Valve will never top Goldrush and Badwater for official maps.
Proven said:I have to respectifully disagree. Viaduct is the epitome of KOTH with a good mix of tactics and deathmatch, and a good use for every single class. Nucleus and Sawmill then take things in opposite directions with Viaduct as their starting point.
Nucleus I'll agree with; thanks to Snipers TF2 is almost impossible with a lot of open space, so much of the fighting is indoors trying to keep their effectiveness down. It is, however, too easy to get to the opponent's spawn. Those two points make it very deathmatchy with touches of spawn camping. There is just no good middle ground of open areas with cover from snipers.
Sawmill, on the other hand, goes in the opposite direction, requiring more tactics and coordination, and goes back to giving every class a diverse and fun use. I'd say it's better than Viaduct in some respects, as Engineers get more sentry placement freedom, but there isn't anywhere they can put it that becomes too overpowering. Scouts also are more effective here than on the other two maps (to my Medic'ing bane).
To conclude, Viaduct is awesome and straightforward, with the set of buildings right before spawn really helping to prevent spawn camping. Sawmill is less straight forward, but allows for a different, possibly more diverse, range of tactics. Playing Nucleus on both Arena and KOTH can make me rage against Snipers unless I hide and partially spawn camp the whole match. And I hate Snipers, especially on all three of these, but they can be harder to fight back from halfway across the map on Nucleus, plus Viaduct and Sawmill tend to get more coordination against them.
VaLiancY said:I know I've been away from TF2 in a while but something about rocket jumping feels really out of place, like I get a major delay and it fucks me up a lot when I'm trying to escape pyros and ubers. :[
1-D_FTW said:They broke it with that one update. And then they fixed it a couple days later. But I agree in that I'm not sure it's totally fixed. I've had some really screwed up rocket jumps even with just a medic following me. The type of "smooth" moves that, if they weren't familiar with me, would have sent them running to find anyone else.
firex said:nah, KOTH is just a fail mode like Arena, but on a different scale. it is awful and not fun while CP/CTF/PL all are in their various forms. Both modes are like the exact opposite of what the rest of the game is about which is moving forward and taking areas/defending them. but to say "get a better team" is just stupid because team stacking ruins any map, but it is so much more obvious how badly it ruins viasuck and nucleus. It's not even about the winning as it is that KOTH mode feels cheap and Arena mode is retarded by design. I really hate whoever at Valve decided to come up with those modes because they take away from making good maps for good modes.
firex said:CP/CTF/PL modes are fun for me because most of the classes are useful on all 3 modes (maybe not scouts on PL) while in arena/KOTH it seriously feels like maybe half to 2/3 of the classes are useful. Even though I don't really play them that much, it just feels like scout in particular is pretty crappy on KOTH mode, because anybody can get to the point quickly, so that just makes them good for skipping around the small maps and picking off people.
I guess the other problem I have is KOTH really, really doesn't feel fun with 12+ people per side to me, because the maps are so small. It's like a constant war zone at best, and kind of feels more like it's a corridor shooter at worst. I guess on a smaller server like a 16 player server or even a 12 player server, it'd be better. But the constant tension/action on a normal 24 player server is too chaotic in those claustrophobic maps.
I just dislike Arena because it is way too competitive, completely not worth playing as pyro/spy/engineer (the 3 classes I play the most), and kind of like playing sudden death over and over again. If I wanted to do that, I'd just play hydro.
Scouts on PL are useful in certain situations. Keeping the payload alive, or even just maximizing distance gain--thanks to the 2x payload speed--when people have gone ahead to clear out areas.firex said:CP/CTF/PL modes are fun for me because most of the classes are useful on all 3 modes (maybe not scouts on PL) while in arena/KOTH it seriously feels like maybe half to 2/3 of the classes are useful.
fallout said:Scouts on PL are useful in certain situations. Keeping the payload alive, or even just maximizing distance gain--thanks to the 2x payload speed--when people have gone ahead to clear out areas.
Javaman said:Does anyone know the max speed of the cart or capping cp points? By that I mean, after how many x? is it better to skip the cart/cp and push ahead?
Confidence Man said:Bonk is useless. I've never once seen it used effectively. The other team usually just stands in front of the scout to hold him up until it wears off, and it wears off too quickly to boot.
Some kind of decoy that you throw to make the sentry shoot at it would've been better.
MisterAnderson said:I am SO FUCKING FED UP with TF2 not saving my stats. Two nights in a row I surpass my point records for Demoman and Engineer. After the server switches maps, I SEE with my own fucking eyes the status report updated with the new records. Then the next day when I log on steam and play TF2, the fucking stats are reverted back. This is pissing me so the fuck off because part of makes TF2 fun for me is trying to break my records, but wtf is the point if it won't even save it? Am I doing something wrong?
Iadien said:No, it's broke and has been for a long time. I have seen my stats reverted after: Leaving before I die even though the round was over/map changes, crashing to desktop, and not closing steam before relaunching TF2.
h4k said:I've been playing TF2 again because I wanna unlock those nice looking hats.
Just get the idler and leave it on when you aren't using the computer.h4k said:I've been playing TF2 again because I wanna unlock those nice looking hats.
Idling doesn't add time to classes played. Only time played in the past two weeks, which is not displayed anywhere in the stats except as far back as two weeks. O:MisterAnderson said:I would idle but I'm anal about my stats accurately representing the time I play each class since I have always liked that feature. Unfortunately the game hasn't saved my stats in like a week and a half so maybe I shouldn't worry about it anymore.
What's "the idler"?firex said:Just get the idler and leave it on when you aren't using the computer.
Proven said:I suppose nothing more can be done about tips.
I did forget to mention that I wouldn't blame Valve about the maps. Valve's job is to bring something new to their game, which is why they put out maps for the newer modes while trying to create as many new game types as possible. They want the community to deal with making more maps for modes that they enjoy specifically, which is one of the reasons I was glad about CP_Yukon's inclusion as a community map this past update.
As for Scout, Bonk is more of a teamwork weapon than something for getting past sentries. I've had successful Bonk and bash strategies work much of the time. It's annoying to hear people complain about it all of the time, when either they're not giving it a chance, or using it in the wrong ways. Yes, it's situational, but it helps a lot more than you think.
Second, Scout is a low health class. So no, Scouts can't run right up to a fight and own the place. They harass and assassinate. They're an offensive support class just like Pyro and Sniper. Your weapons, despite being guns, are most powerful at close range, so when you can't advance, your job is to scout around for any trouble and help to defend key members of your team. When you do have free reign, you just don't run into a bunch of people who can blow you up into little bits. Instead you sneak up and assassinate the Medic. If that's too dangerous, you run in and out to hassle (which is why the FAN isn't a horrible weapon; it's damage output is perfect for this) or you stay at long distance and pettle with pistol shots if there are too many.
This is another thing that annoys me about people's complaints. Just like half of the other classes, Scouts rarely win games on their own. You still need Soldiers/Demomen/Medics at the very least. More than anything else, those three win games. All other classes gain their usefulness from either supporting them (Engineers, Snipers, Spies), being supported by them (Heavies), or being able to run in and flank without being focused on thanks to them (Scouts, Pyros, Spies).