Next Saturday, I finally get to play..

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PhatoseAlpha

Platinum Member
Apr 10, 2005
2,131
21
81
A) CTF maps are not *about* defense. They are about offense and defense. IE, turtling makes game boring.

B) Of the capture point maps, only the clear offense/defense ones are turtle friendly, the rest you aren't just defending, you're attacking.

C) Uber lasts for all of 10 seconds. On those offense/defense CP maps, all of 1 stage of 1 map where you can even reach the cap from spawn in 10 seconds, much less do any good there. And even that one has a second point, which you absolutely cannot reach in 10 seconds from spawn. So they sit in spawn, they charge, hit their uber, run, and it runs out just where they actually need it. So, in short, they can't do that, and you have a big window of oppurtunity.

D) Which, if you skipped because you decided defense was more important and you were gonna sit in your base, you've made an awful decision.

E) Whoop-de-do he's still firing at my face. His weapon spread is atrocious, so he's hitting me even less, AND he takes a big range damage penalty. He's useless. And since getting him bounced far away enough from the medic ALSO BREAKS THE UBER BEAM, he's also DEAD.

F) Yeah, the gun is around a corner, and above you, quite some distance away, it will bounce you if it hits you, there will be additional defenders sitting there (since you've removed uber and they have no reason to do anything other then sit there waiting for little grenade chuckers), and quite possibly multiple sentry guns. In short, you now have to somehow, get a clear shot on this sentry, while the entire enemy team is firing on you, while the sentry is firing on you, and half of them have rockets which will toss you and your aim totally off if you get hit, and you've got a grenade who's tiny little radius is designed to keep it from being unbalanced to players. Uh huh. Way to go there chief, good luck with that one.

G) The demoman bouncy DOES explode on contact. I've taken plenty of them right in the kisser, it goes boom.

H) Dealing with randomness is part of skill.



Originally posted by: Extrarius
Originally posted by: PhatoseAlpha
[...]Arguing about crits being random making them unreasonable is patently ridiculous in any game which randomness plays any role. Which, thanks to firing spreads at the very least, is all of them.
TFC didn't have a firing spread (unless you count the pellets of the shotguns). TF2 has a significant firing spread with such weapons as the grenade launcher.
They are definitely different types of games, and to me, TFC is far superior except in current popularity.

Did TFC also magically remove the randomness of internet lag?
 

Extrarius

Senior member
Jul 8, 2001
259
0
0
Originally posted by: PhatoseAlpha
[...]Did TFC also magically remove the randomness of internet lag?
Lag isn't very random at all (less so than the firing spread in TF2), but I don't remember whether TFC attempted to compensate for it or not. Since there were not many hit-scan weapons, it wouldn't really have been worth the effort, so I don't think they ever ported lag compensation back to TFC after they implemented it.
 

40sTheme

Golden Member
Sep 24, 2006
1,607
0
0
Originally posted by: Maleficus
Originally posted by: skace
I think invulnerability was a poor replacement for grenades. But I don't let it affect the fun I have in TF2. The game just has a real nice presentation about it that makes it enjoyable to play. The key thing a lot of players have yet to figure out is that you don't need to attack people with invulnerability, you also don't need to kill them. You have several choices, you can retreat, you can attempt to bounce them out of play, you can run past and kill their teammates which are most likely not prepared for someone getting past the moving wall, you can also just leave stickies behind an invuln and the rest of the team will be trapped by the stickies. And here is the big point a lot of people really fail to grasp, an invulnerable bunch of players cannot cap a point. That means if someone is invulnerable in some sort of attempt to push a point, all you have to do is wait for their invuln to wear off and bombard that point, sending them back home, also, counter acting with your own invuln on a point makes it basically uncappable.

the ability to capture a point is meaningless, they can still fire and cannot be damaged. Engineers become entirely pointless since you can just run in there and eliminate all defenses, especially those that are immobile. 95% of the game is capturing points, that's pretty easy to do when your defense is going to be centered in one spot and the offense can mount an invulnerable attack force...

Goddamnit it doesn't make engineers useless it makes them NOT INVINCIBLE. THAT IS THE POINT OF THE UBERCHARGE.
Edit: Oh, and play soldier and get good at it, and you'll realize the power of rockets in TF2. It's ridiculous to the near point of unbalance. Crit rockets are a near guaranteed kill.
 

40Hands

Diamond Member
Jun 29, 2004
5,042
0
71
I'm not really into the random crits. However, if you've played the game for long enough you'll figure out the tricks to the game that balance it all out. For example: Uber coming to the point to destroy your teams sentries? Place a pie of stickies in a choke point where they're likely to go and send either of them flying way off track.

It seems that all these criticisms of the game come up after the free weekend... People barely play the game in pub servers with tons of medics (recently released medic acheivment) and tons of noobs. I guess this wasn't really the best time for them to offer a free weekend!
 
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