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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#1 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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I wonder...
...how TF2 would play with only one of each of the nine classes allowed per team (nine players per team, with only one of each class). I imagine this has been done before (at some point in the long history TF or TFC, at least), but I haven't seen it. I bet it would put quite a different spin on the game; it might be fun to try on a "feature" night or an SM-only night or something. Hell, if there was enough interest, it might even make for a fun tournament.
![]() Last edited by Strag; 11-12-2007 at 12:51 PM. |
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#2 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,946
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Re: I wonder...
It might help eliminate Engineer Stalemate crap.
My first thought is that mostly it will just irritate people that they can't be what they want to be. Also, sometimes a particular class is useless. Sniper can be easily obsoleted by certain maps, and it's difficult to push if you must share one medic between your soldier and heavy. I'd certainly try out Highlander TF2. Not only would it test if particular classes have uselessness in them, but it would require a modicum of "teamwork" and "co-operation" to be successful. Not that anyone wants to use mics when they play or anything.
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#3 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
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Re: I wonder...
Exactly, and that's why I was thinking it might be something interesting to try if there are ever any SM-only nights, where we're more likely to have willing players. I'd think it would certainly require each person to play his/her class to the utmost, contributing to the team as much as possible within the bounds of his/her role.
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#4 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: I wonder...
This is incredibly close to "business as usual" in my experience. With 11 or 12 players per team, you almost always have 1 of each class on each team, particularly on CP and CTF maps. I don't think locking it down to 9 players would make for a particularly interesting scenario.
If I wanted to try something different, I would look more toward limiting the class choice options. No snipers, no pyros, no engineers, no spies, for example. Dropping engineers reduces the need for spies and therefore makes pyros less of a defensive requirement. With the lack of pyros and engineers, you would limit the one-man rush defense options to the demoman, leading to more of an offensive battle.
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#5 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
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Re: I wonder...
Quote:
Alas, I'm sure this is just a pipe dream. |
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#6 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: I wonder...
Quote:
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#7 (permalink) |
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Join Date: May 2003
Location: Kitchener, Ontario
Age: 26
Posts: 1,247
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Re: I wonder...
Putting a limit of one or none on any class eliminates choice, and you'll drive good players away. Its unnecessarily limiting.
However putting an overall cap on classes would be nice. I can't think of a single situation on a 24 player server where more than 3 of any class is benifical to have (other than Granary, but Scout rushing is a bit lame imo) It will help avoid situations where there are more of any particular class then is needed (sniperzlols), without limiting players choices at the same time to a significant degree.
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#8 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
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Re: I wonder...
Again, I'm not suggesting anything like making this a permanent feature of our servers. I'm saying this might be fun to try sometime if we ever have an SM-only night(s) and enough folks are interested in giving it a shot (just to see how it would play out). You know, kind of like bringing mayonnaise into the bedroom.
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#9 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,791
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Re: I wonder...
Mmmmmm, mayonnaise.....
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#11 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,946
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Re: I wonder...
Spies can do a lot more than just sap. Well, I can at least.
Srslytho, I would favor some sort of way to eliminate the defensive stalemate that makes 2Fort go to time every time. It feels really silly to be Scout-shotgunning a turret as it builds at about 15 feet, only to have it activate and instafrag between the second and third shots. Also, I think Demo should come down to 150, since killing the demo is the only reasonable way to get on a point. Like the turret thing; one defensive player can hold off N enemies as long as he lives.
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#15 (permalink) | |
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Join Date: May 2003
Location: Kitchener, Ontario
Age: 26
Posts: 1,247
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Re: I wonder...
Quote:
Sadly, most players don't get that. I realize your speaking from the viewpoint of a spy, but this is Team Fortress 2 after all.
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