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Discussing team fortress 2 updates

Discussion in 'Team Fortress 2' started by Spiff, May 1, 2009.

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  1. Spiff

    Spiff Registered

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    What do you think of the way Valve is implementing the updates.

    For example I find hard to accept that classes get there update one after the other. Makes me think the game was released "unfinished". Also makes the game unbalanced (if you say the game is balanced, next update will unbalance it). Also as far as I know there is no timeline when the next class updates will be released.

    So why not release the class updates at once?


    Also the new item drop system looks fun as far as it might not at bonuses to the players.

    dibs on the pimphat that might drop.
     
  2. Doelwit

    Doelwit Registered

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    If you consider the amount of time it takes to implement such a class update i'm glad they do it one at a time. Now they can take the experience of the previous into the next one, make the update better. Besides that, a class update does not unbalance the teamplay since on average a class does not get stronger, only has different balance.

    Several classupdates keeps the game fresh, so i don't mind.
     
  3. Killvion

    Killvion Registered

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    yeah I like it the way it is now. but that is the point... I like it. I don't need to have all that shit around it. just give every class his update with achievs and new weaponary. when all 9 has been, maybe a second round of updates and then call it today... even if they do that, in the speed they are now, it takes atleast a few years to get all updates out.
     
  4. Doelwit

    Doelwit Registered

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    I don't mind the updates of the classes etc.
    Since that will give a continuity.
    For instane css hasn't been updated ( real updates i mean) for 2 years now or so.

    The only updates i hate form valve are the ones they have lately which break stuff.
     
  5. Spiff

    Spiff Registered

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    Css does not have any classes. :p

    I do find that some classes are left behind in this update tempo they now have. As Killvion states it will be years before the update is done. :roll:

    For instance the soldier/demo class has only been nerfed from release onwards. when does those classes get something to make them happy.
     
  6. Killvion

    Killvion Registered

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    with the sniper update ;)
     
  7. Anonymous

    Anonymous Guest

    The updates are a good way of creating more Buzz around the game, and giving Valve a good name as developer. I don't mind getting free stuff as long as it belongs in the mindset of the game. The medic update is the biggest example of this. An alternative playstyle has been made (kritzkrieg), more medics are playing, helped his biggest problem ( staying alive). Some might say that the Blut and Saw are a bit OP and maybe they are but not bad for a first update.

    The pyro update was just ridiculous, giving a CQ class a long distance weapon? The axe gave a nice pyro upgrade, and the Backburner was OP with the +50 hp and now not used by the good pyro's, since the normal one has Airblast.

    The heavy update failed. Natascha was broken from the start, fixed, broken again. The sandvich did replace his medic dependancy, and the KGB are just for fun and giggles.

    Valve was high when they released the scout update. The one counter that pub players used against the scout got removed ( although giving up pistol is kind of a big deal), fan is broken (does not give knockback only gives "lift-off"), and the sandman is stupidly OP. Stuns do not belong in a FPS except in the form of maybe Flashbangs, but even then you have a chance to react.

    Valve's updates are getting more and more retarded and noobing down the classes. If they however continue in line with the medic updates, this game might get more tactical. And they have to stop noobing down the classes.

    Kind of a big rant
    tl;dr Medic update = good, updates are failing harder each time, don't noob down classes.
     
  8. Anonymous

    Anonymous Guest

    CSS is a broken game that needs to be fixed and imo should have a higher priority than class updates of some randy cartoon game, CSS is dying, people go back to 1.6, because 1.6 isn't broken. I'm willing to bet that there are at least 5x as many people playing CSS than TF2, not only is CSS a more popular game, but CSS actually is a valid game for competitive play, unlike TF2 where you can eat sandwiches and play baseball.

    That will be all, TF2 bash/css rant is over, thank you and goodnight
     
  9. blackout

    blackout Registered

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    cool story bro
     
  10. Anonymous

    Anonymous Guest

    There are a lot of ppl playing tf2 competitevly... We don't use unlocks like the community does.
     
  11. Anonymous

    Anonymous Guest

    Still fails hard that the unlocks aren't used in comp play. If they would it would show that the item is in fact a true sidegrade. eg kritzkrieg.
     
  12. Anonymous

    Anonymous Guest

    euhm you do, kritzkrieg no?
    and when was the last time you played competitivly link :p

    anyway i like most of the updates sofar, tho i have to agree ever since the medic update it seems like all they have done is tried to make it all the more accesible

    i still cant believe the backburner got ok'd, really bugs me and cant believe pyro's even had a healthbuff to go along with it

    heavy update is decent enough and think the compression blast was a genius addition for the pyro
    FAN is fun but like pS says
    hope they tweak it and also maybe reduce the damage and give just that lil bit more of a knock back?
    idunno not that much of a scout player..

    agree with the stunning tho, they better leave it at that and out of all incoming updates
    its cool for the pyro with his compblast to fuck up ubers but thats where it should have stayed

    all in all i'm very happy with how Valve handles this game, they pretty much are the last example for a multiplayershooter that support their community for free and pretty conistent with it

    enjoy it while it lasts because this will might be one of the last shooters to have treated players that way :)
     
  13. Anonymous

    Anonymous Guest

    Weapons we use: blutsauger(since there arent any crits in comp), kritzkrieg, ubersaw, KGB, and thats it rly

    Classes played: Scout, Soldier, Demoman, Heavy, Medic and Sniper. All the other classes are used when you have either won the game or to kill a medic ( as spy) to push forward. Engi is rarely used in defense and is nearly worthless.
     
  14. Anonymous

    Anonymous Guest

    :evil: :evil:
    No one is forcing you to play.
    Weird comment for someone with an insane amount of playtime and even 71 hours in the past 2 weeks. Do you like playing games that suck? In that case I'll take it as a compliment you aren't playing mine.

    At least TF2 is original and different, there are hundreds of realistic FPS's out there.

    The Demo and Soldier are already very strong classes. A lot of people play them. Without the updates no one would have played medic, scouts were never chosen, and pyro's wouldn't have had multiple tactic possibilities.
    They update one class at a time, probably so they can bring new elements to the game with periods of months, rather that updating it once every 5 years. IMO Demo and Soldier are lower priorty classes for new updates because they already got what they need.
    And this new system will bring out new weaponry for all classes, so that includes demo and soldier.

    First of all, the long distance weapon is the 3rd unlockable. Not many pyro's have it, and many don't even use it (me for example). As a pyro you are pretty much harmless outside your flamethrowers range. The flaregun isn't accurate, it travels slowy and thus is easily avoided, its usually just a sniper countermeasure. It's not like the pyo got a rocketlauncher ffs.
    And indeed the backburner gave a big 50+ advantage, persuading many players to use it. Now they removed it because it gave pyro's a little too much power. So now it is no longer 'OP'.
    You say good pyros dont use this weapon. So suddenly when a weapon is no longer overpowered,GOOD players stop using it? How is that? I thought good players were able to weild their weapon of choice properly? In good hands a backburner can be very deadly, at the disadvantage of losing the CB. All new weapons have downsides, so players are forced to make a choice rather than giving them simply better weapons. This is also to help the balance.
    Good players on defense will use the normal one for the CB, or on offense (or defense just as well) the backburner for the sneak up crit. Many ubercharges have failed because medics are taken out from behind with the BB, before realising what happens to them. Its all about how you use your weapon in what situation.

    As far as I know Natasha is working just fine atm. The sandvich does NOT replace medics. Eating a sandwich is like a healing taunt, you are completely powerless while using it. You will first need to retreat, eat once or twice, and only then you can go back. If you die you can stay away just as long.
    Maybe you say the KGB is just for giggles, but aren't fists just as well? they hit just as hard, and give crits when you killed one person. In a group, killing one can trigger a killing spree.

    whats that counter? from the way you say it is sounds like you mean the atomic punch makes scouts completely invulnerable. Well it does not. You can only use it shortly, once, and you cant fire a weapon whilst using it. When done, the slow gives away the scouts primary strenght and cover his speed.
    The fan is not broken. I do recieve knockback, you stop walking, and because you are in the air shortly you cant move away instantly.
    The sandman may be a little OP with the stun. One thing they did add is that you only recieve 50% damage when stunned, which makes it hard for a scout to kill you instantly. Usually when moving in on a stunned target other enemy players will just kill you before you can reach your target. And with the spread of FAN and scattergun shots you better get closer.

    So... everyone in the community, and you appear not to be part of that, is instantly evil and nooblish because they can use the unlockable weapons? And really why the hell cant you play competitivly with an unlockable? because not everyone has the same weapon? if you go soldier vs sniper you dont have the same weapons either do you? And what if these unlockables were available from the start, would they still be that evil and how would you tell the difference between a 'normal' weapon and an evil unloackable when the game doesnt state it?

    Ok explain why you use the kritzkrieg if comp doesnt have crits, same for KGB.
    And basicly you are saying what all spies, engies and pyroes are noobs and worthless idiots. Well I can remember you playing spy a lot for starters. Futher up I have defended pyros and even Ps has said that 'good players' use the normal flamethrower, implying that there are good layers playing as pyro. And maye engie is worthless against all the top-of-the-world autogodmode players, but it can certainly help lock down certain areas when covered. Not to mention quick spy/scoutcaps

    Excuse me for liking this game.
    I hope everyone has a nice time crushing me as the lonely defender of TF2
     
  15. Anonymous

    Anonymous Guest

    This only meant something in the medic achievements. Where you needed all of the achievements to gain the 3rd weapon. The achievements where harder too. Every pyro that has at least played 5 hours should have this weapon. It is way easier to aim then a rocket, just lead the target.
    I just don't think it is in the spirit of the pyro (CQ ambush class) to have an long range weapon. Maybe all the whining about the sniper has made valve turn over.

    Code:
    You say good pyros dont use this weapon. So suddenly when a weapon is no longer overpowered,GOOD players stop using it? How is that? I thought good players were able to weild their weapon of choice properly? In good hands a backburner can be very deadly, at the disadvantage of losing the CB.
    Ubers need I say more?

    Code:
    whats that counter? from the way you say it is sounds like you mean the atomic punch makes scouts completely invulnerable. Well it does not. You can only use it shortly, once, and you cant fire a weapon whilst using it. When done, the slow gives away the scouts primary strenght and cover his speed.
    Giving a weapon to completly negate the hard counter of the scout, I think that is a bit harsh. Scouts used to be small in numbers and needed teammates to kill sentryguns. Although you could say it is one of the most balanced weapons in the update. Since you give up your pistol.

    Code:
    The fan is not broken. I do recieve knockback, you stop walking, and because you are in the air shortly you cant move away instantly.
    Liftoff =/= knockback.
    If they gun gave knockback then it would work as intended. However if you fire at someone they get flung into the air, IIRC even if you fire from straight above.


    I was a maining a scout before this update, they were sneaky but deliverd a huge punch, wich required skill and twitch aiming. Instead of giving the players that play the class a lot some new tools. They just noobed it down.
    (A gun that gives you a perfect 2 shot, negate the hard counter, omg-I-can't-hit-people-running-stop-them-please-bat)
     
  16. Anonymous

    Anonymous Guest

    For what it's worth, I absolutely adore the pyro's flare gun. I almost never played pyro before that (except for clearing a CP of attackers), but since I have the flare gun, I play it quite regularly. As a primarily soldier player, having a long range weapon to light up attackers before they reach you or your CP is just so much better than having another useless, short range shotgun.. The dissuading effect of lighting someone up when they don't have a medic around is just great. I think I've killed more players with the flare gun than with my flamethrower..
     
  17. Anonymous

    Anonymous Guest

    Erm you need just as many medic achievs as pyro achievs for the 3rd unlockable...
    Ok maybe some of the medic achievs are harder, but it doesnt mean that every pyro that played 5 hours has them all. Maybe you had since youre such a terrific player as you state between the lines, but most players don't.
    And the flare is effected by gravity where the rocket is not. It's not that big a deal but I don't see how aiming a rocket is that much harder.
    You are really acting like they gave the pyro a sure-to-ht one-shot-onekill weapon. It's not. Really.

    Yes please do. Like the CP is the only thing that can stop the almight uber. stickes and rockets can blow ubers away as well. Now you can get bonked (you think its idiotic while you also whine about no1 wielding the normal flamethrower being the only way to stop uebrs, so here is your replacement).
    I've been blown away, slowed by natasha, blasted back by sentries, blocked by enemy ubers, the whole package. Ubercharges aren't everything, and neither is the CP.

    How exactly do you intend to destory a sentry gun with the atomic punch? You might be able to run past it, but a good sentry gun covers the cp/pl/intel, and a good sentry gun is not alone. A scout trying to get past the SG's usually walks into enemies, and gets a lot of attention. And the slow after the usage is the downside of the 'weapon'. You don't have to use it you know. It's like you hate it when a 'useful' weapon is released like the flare gun or backburner, but when one is a little less in your eyes it can go straight back to hell.

    Like I said the going into the air is to stop you from starting to walk straight away. It doesstop your movement. And if you stand still while hit you move backwards.

    How is a fan a perfect 2-shot? Before you had a perfect 6 shot?
    What 'tools' would you have wanted then?
    The sandman is not about stopping people because omg-I-can't-hit-walking-people. It stuns your target (if you hit, what most players dont), so you are not attacked at that very moment and have the ability to approach without getting your ass shot. The stun doesnt take long enough usually to kill your target (the longger the distance the longer the stun, but the longer you have to walk to get there). Also with the 50% damage while stunned it's not as ubered as yu make it sound/ And if you fell like your romantic class has been noobed down, well then go back to the normal weapons and you can still write poetry. If you play that much better than all the noob scouts in your opinion that use the unlockables, you can be even better by the contrast.
     
  18. Anonymous

    Anonymous Guest

    No offense but when the medic pack got released you need 12/36 for the first unlock, 25/36 for the second, and 36/36 for the final one. They nerfed it down because Casual gamers didn't have the time to get them all and some where stupidly hard (punching 4 people when ubered).
    And isn't the flare gun the 2nd unlock?

    Flare gun goes way faster. A rocket is the slowest projectile in the game IIRC.

    The CB has so much more uses over the BB in my opinion. You can push people to there deaths, clear stickies from sentry guns, make a 1-2punch with the axe, push people into sg's, neutralize Kritzkriegs. I don't know why anyone would take the BB to setup a possible ambush.
    And Natascha doesn't slow uber, or at least I thought so.
    Ubers were meant to be game-breaking things. Entities that could break through a defense only to be stopped by teamwork or good players. Nowadays everyone with a sandman or CB can stop an uber. Ubers are getting more and more useless.

    Maybe my view is a bit tainted since I loved scout pre-update. I played this game since beta (not trying to sound elitist) and I liked it. It is what I paid for. Only disliked and still dislike the random crits, although I do understand there point. The classes all had their own specifications. Scouts where imo never meant to get past sg's or stun or have a pocketuber. Pyro's where never meant to have a long range weapon.
    I like the fact that Valve wants to give an alternative playstyle but please do not noob down a class, or give them something that isn't in the spirit of that class.

    I think the update and FaN notes say knockback and not lift-off but I might be wrong.

    The FaN makes a perfect 2-shot because IF you hit someone on the first shot they will go up in the air. In the air they can't dodge the second one.
    A perfect 6-shot is never needed. 6/9 classes are 2-shotable.
    The sandman has the same easy aim to me as the flaregun, people move in predictable patterns. And it shoots fast too. Some kind of stun without a possible way to react doesn't belong in a FPS to me. The flashbangs in CoD and CS did a way better job in this.
    Doesn't the update fails to you when you see people running with their melee out instead of their main weapon? So far only the demoman had this most of the time. But even that was his second weapon.

    I can't duel a scout that has a FaN in CQ simply because I am lifted upwards into the ceiling and he is able to get a perfect 2-shot rendering my DJ useless. I can't do something when I am stunned.
     
  19. Anonymous

    Anonymous Guest

    Scattergun always wins FaN, ALWAYS! Just the fact that in scout vs scout you are lucky if you just get one clear hit done. And in general, i hate FaN. It's powerless and the knockback is useless. Versus any other class than engineer and sniper, FaN cant kill them fast enough, whereas scattergun haves a fair chance vs everything if you can suprise them a bit. Ofc I'm not suggesting that scattergun beats a hevy head on, but a skilled scout can outplay a hevy with ease.

    And about pyro, warlord how can you not use shotgun as pyro? :p
    It's the perfect combo to beat pyros, medics and scouts.

    I think that only uptate with medic and pyro were succesful. Hevy and scout were such failures. Hevy that uses natascha is just so much worse that minigun. And with the scout, god damnit. All they did to scout was that nowdays scouts are just annoying, nothing more. Not useful, just annoying.

    I do hope that the next uptate isn't as fucked up as scout. But I do believe that it's extremely hard to develop new elements for some classes when the whole game is perfectly balanced.
     
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