TF2 (split from screenshots thread)

On the server I play on decent medics will be near the top of the scoreboard but it will be often be another class that tops the round leaderboard and the overall leaderboard.

they probably are just sticking to one person too much... unless you have some godly competitive soldier on the same server. but still, if you look at competitive points, medics are always top by a country mile.
 
When I am playing as a sniper I sometimes hear "Pssst!" What is that?

Is that a friendly or enemy spy?
 
they probably are just sticking to one person too much... unless you have some godly competitive soldier on the same server. but still, if you look at competitive points, medics are always top by a country mile.

Its a 32 man server and there are a few very good players on it so when there are 3 medics on a team they can end up picking up more points. I find that as a medic my points scoring is pretty linear whilst an experienced player in another class can get a few more points when a team is winning. Usually I would expect to top the scoreboard comfortably if the team is struggling.

Not sure if this is on every server however I like how pyros can rack up points for extinguishing team mates
 
Its a 32 man server and there are a few very good players on it so when there are 3 medics on a team they can end up picking up more points. I find that as a medic my points scoring is pretty linear whilst an experienced player in another class can get a few more points when a team is winning. Usually I would expect to top the scoreboard comfortably if the team is struggling.

Not sure if this is on every server however I like how pyros can rack up points for extinguishing team mates

urgh, 32 man is soooo spammy and disorganised. i was really talking about 24 (or preferably) 12-20 man, which i find is the most fun.

is the pyros points thing an update thing? cause thats a really good idea.
 
It isn't the game's problem, its the map's problem. Youn eed maps that can handle the large amount of players and aren't just linear tunnels or paths (warpath >.>). If anything, it involves different strategies but most of the time nobody really does much about strategy with loose teamwork, kind of like in every other pub.
 
It isn't the game's problem, its the map's problem. Youn eed maps that can handle the large amount of players and aren't just linear tunnels or paths (warpath >.>). If anything, it involves different strategies but most of the time nobody really does much about strategy with loose teamwork, kind of like in every other pub.

some games work really well with large servers (read: battlefield). but tf2 is definitely better with 12-24 man, cause thats the way it was designed.
 
Just got the equalizer and direct hit from a fit of soldier playing and got 13 achievements already. Easier than I thought to get once I know what to be trying for even if still playing fairly normally. Started getting good as soldier too now I got to relearn with the direct hit but so far I like it.
 
some games work really well with large servers (read: battlefield). but tf2 is definitely better with 12-24 man, cause thats the way it was designed.

Works fine with 32 people quite often, it depends on the players as much as any amount of players does and more so on the maps.
 
Works fine with 32 people quite often, it depends on the players as much as any amount of players does and more so on the maps.

32 people tends to be very disorganised and, depending on the map, very spammy. admittedly, bigger maps would reduce the problem of spam, but with the way in which tf2 spawns work, this could well reduce the effectiveness of all but scouts, medics, soldiers, demos (i.e. the faster classes) to close to zero. already, heavies spend half their lives walking to the front line anyway.

but my main problem with 32-man is the lack of communication. talking to your soldier when you're a medic is absolutely essential... you have to be able to say stuff like "I'm being gangbanged by two scouts" or "i have to go find some health" or "kritz/uber ready to go". on a 32-man server it becomes nigh-on impossible to communicate in that kinda way - a 16 man team is very loud and inherently quite uncontrollable. it is very difficult to make sure that you have good class balance, and arranging a defense or offense becomes a matter of luck and chance rather than skill and planning. for me, 32-man takes away the essence of team fortress - the "team".
 
32 people tends to be very disorganised and, depending on the map, very spammy. admittedly, bigger maps would reduce the problem of spam, but with the way in which tf2 spawns work, this could well reduce the effectiveness of all but scouts, medics, soldiers, demos (i.e. the faster classes) to close to zero. already, heavies spend half their lives walking to the front line anyway.

but my main problem with 32-man is the lack of communication. talking to your soldier when you're a medic is absolutely essential... you have to be able to say stuff like "I'm being gangbanged by two scouts" or "i have to go find some health" or "kritz/uber ready to go". on a 32-man server it becomes nigh-on impossible to communicate in that kinda way - a 16 man team is very loud and inherently quite uncontrollable. it is very difficult to make sure that you have good class balance, and arranging a defense or offense becomes a matter of luck and chance rather than skill and planning. for me, 32-man takes away the essence of team fortress - the "team".


Very good. :goodjob:

I hate ginormous teams, especially when it turns into spam. During the WAR update, this is of course worse than normal; rockets and grenades would be spammed everywhere, I imagine, in a 32-man server.

Such rocket and grenade spam also tends to annihilate your chances of getting anything done with a sentry gun.
 
32 people tends to be very disorganised and, depending on the map, very spammy. admittedly, bigger maps would reduce the problem of spam, but with the way in which tf2 spawns work, this could well reduce the effectiveness of all but scouts, medics, soldiers, demos (i.e. the faster classes) to close to zero. already, heavies spend half their lives walking to the front line anyway.

but my main problem with 32-man is the lack of communication. talking to your soldier when you're a medic is absolutely essential... you have to be able to say stuff like "I'm being gangbanged by two scouts" or "i have to go find some health" or "kritz/uber ready to go". on a 32-man server it becomes nigh-on impossible to communicate in that kinda way - a 16 man team is very loud and inherently quite uncontrollable. it is very difficult to make sure that you have good class balance, and arranging a defense or offense becomes a matter of luck and chance rather than skill and planning. for me, 32-man takes away the essence of team fortress - the "team".

It makes no difference what server you're playing on. Medics, Scouts, Soldiers and Demos are the most important classes.
 
It makes no difference what server you're playing on. Medics, Scouts, Soldiers and Demos are the most important classes.

i know, it was my point.

but even in competitive play, sniper still sees a fair bit of use... spies are occasionally used to try and break stalemates. heavies are sometimes used on the last point of push maps, and actually fairly frequently in the European scene to protect demo-medic combo from scouts. engis see limited use on B at gpit, and even pyros are occasionally used as a utility class - good at the top of badlands spire if you can get them there.

make the maps any bigger, and these uses are gone completely. already, mobility is the key to class selection... bigger maps would only exacerbate the situation.
 
Bigger does not mean it takes longer, I also meant more alternative routes. I see all classes played and effectively on 32 player servers. While many people have mics, not everyone does, and communication is rarely a problem. The only time I've had problems with too many people talking at once we are usually goofing off an not playing srs buizness anyways.

I understand that different player limits fit different people, but none is worse than any other.
 
wow, tycoonist is way newer to the game and he has a better grasp of it then you.

32 player instaspawn is in hindsight an abonimation.
 
For me the game is about having fun and I like having lots of players around so that all the different classes are being used. For the record the 32 man server I play on does not have instant respawn on and its not uncommon to see the different classes working together to either defend or attack. On the comment about heavies getting to the front line, that is where engineers come in handy even when on the offense (They are also useful in creating a fall back point).
 
The only reason for a medic to not top a round in points is if the medic sucks (either not healing, or sticking only to his buddy who sucks) or if the round ends quickly in which case you might see a scout who picked up a bunch of caps or a heavy class that picked up a bunch of kills en route to the rout.
 
In a quick round its equally possible to see Demos and Soldiers top the leaderboard and I've managed it as a Pyro several times although it often depends on who the medic ends up healing. As mentioned earlier I regularly see medics playing properly (and when playing medic myself) who do not end up topping the leaderboard as a demo man, heavy or soldier has ended up picking up a few more points. Maybe this is because I'm used to playing on teams with 2 or 3 medics so the team isn't reliant on one medic.
 
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