TF2 (split from screenshots thread)

I'm not too happy with the teleporter changes. I found sapping the entrance at the enemy's spawn could delay the enemy getting to the front line by a long time, but this doesn't seem possible now.

1)Go through tele
2)Stab engy
3)Sap buildings
4)???
5)Profit
 
1)Go through tele
2)Stab engy
2 a) Die from sentry gun
3)Sap buildings
4)???
5)Profit

Try this instead:

1.) Sap teleport entrance
2.) Engineer wreches your sapper at his exit
3.) Go through teleport entrance
4.) Telefrag engineer
5.) ??
6.) Profit
 
If you can't stab and sap, then you are a fail spy
 
MrPopov, you cannot die from a sentry if you're in desguise :p.
 
Thats why you stab the engy and sap the sentry before it can turn around.
 
The sandman as it was was banned from all competitive leagues. It was unpopular for a) removing double jump and b) countering invulnerability. Stunning an uber is a very, very cheap way to stop an uber, without even the risk a pyro has to go through to air blast one.
Outside of my possibly not well known disdain for competitive gaming leagues in this sort of thing, isn't the point that there's the tradeoff between not having the double jump and being able to stun ubers?
 
Outside of my possibly not well known disdain for competitive gaming leagues in this sort of thing, isn't the point that there's the tradeoff between not having the double jump and being able to stun ubers?

Being able to stun ubers is always better than not being able to double jump. Ubers win the game on every level, from the worst pub servers to the best competitive games.
 
The razorback is fail not because it only deters crappy spies (who should only be a threat to crappy players anyway), but because it does so while taking spot of the SMG (moderately useful for self defense) or the jarate (extremely useful for self defense, spy checking, and helping you team defeat groups of enemies).

I'll be sticking with the Razorback when (and if) I play sniper. I might one day give the sniper another try, though I gotta learn how to aim ahead of my target :cringe:.
 
My opinions on the update (warning very long, key words bolded for skimming):

First the hats. I've only seen one new hat in game, the rubber glove hat for the pyro. Sounds awesome, but really not that cool looking. The other two pyro hats are way cooler, especially the brigade helmet. Bonk Helm is kind of lame in that it's the other scout hat + bonk energy drink. All the other hats are pretty neat. The ones I want most: Soldier's Stainless Pot, Pyro's Brigade Helmet, and Heavy's Tough Guy's Tuque.

King of the Hill mode is epic. Get a couple of half decent teams going at each other and the point will change hands many times. Overtime is especially intense (I'll miss the broken announcer, "Overtime, OVERTIME, Overtime...."). I've had a game where my team has no time left needed to win but the enemy team is on the point capping it; they only need to hold it for 6 seconds to win. I rush to the point as a medic and stop them right at zero, the rest of my team follows. I quickly die but my team manages to kill enough of them to hold the point and take it back. Epic. This isn't a one time occurrence, most of the koth games I've played have ended with at least one team in overtime.

Viaduct is an awesome map. I only wish that you could actually get onto the viaduct instead of just funnel under it. I'm very glad they made Nucleus for KOTH. Nucleus is superb and that circular thing at the top is awesome, very glad to see it's not just an arena map anymore. Sawmill works very well for KOTH. Can't wait to see more KOTH maps.

Now Sawmill just doesn't work very well for CTF. They closed off the side routes leaving giant areas of useless. Very pretty areas, but very useless, and very large. It is possible to take those routes as any of the non-slow classes (not Soldier/Heavy) by just jumping on a ledge from the roof and then another, but it's very tedious and not fun and if you fail, you have a very long walk back to be useful. Also sawmill takes more computing power to run, so some with lesser machines will not find it fun at all.

Yukon is awesome. Very large and open which is pretty unique for the push maps. I really love the middle point. Sniping here actually feels like sniping because people are actually very far away. Only complaint is that the last point is a little confusing, at least compared to the other push maps. It's oddly placed and isn't centered really. It just doesn't feel all that special when capping unlike Badland's last point. Can't wait to play more on this map.

Arena Offblast seems pretty awesome. Haven't actually played it, but watched my brother a bit, he seems to like it. From what I saw it looked cool. Will have to try it out next time I feel like playing arena.

Item changes: I'm very happy with the Force of Nature changes, it's much less annoying now, but still annoying. I'm not too sure about the Sandman's buff/nerf. Yes, it's more powerful, but 95 health is very low and makes the scout less viable in close range fire fights. Either way, I'm glad you get points for stunning people now. I also like that they moved fire ball to attack2. I'm not a fan of the Dead Ringers nerf. You can't really get anywhere with the amount of cloak now, but it's probably for the best.

Other random small changes: The new animations for the losing team are absolutely hilarious. Crouch for extra awesome. Pyro probably has the best animation. I like the Auto-Reload option, but the revolver reload takes up a bunch of the screen making it hard to see directly infront of you making fire fights with it more difficult. The new teleporter shenanigans don't really change much. It does make it a little more annoying for the engineer when it all dies though. The critboost on capture in CTF is a nice touch and doesn't seem to be as super powerful as it sounds. I'm not a fan of how it tells you what someone is using when you're spectating them as it takes up a giant part of the screen. I'm glad you can rearrange your backpack now: mine. The Blu main background is awesome, hopefully they come out with more.

Overall, awesome update for being so small. I want to see more updates similar to this.
 
I don't udnerstand why the hell they owuld block off the sides of Sawmill? I havn't played it since Arena but the thing I hate about CTF maps is engineers camping the god damned corridoors, which is what I liked about Arena maps, few corridoors and lots of open space!
 
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