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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#1 (permalink) | |
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Join Date: Oct 2007
Location: Canberra, Australia
Posts: 34
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TF2/Source Engine Update 11/16/07
Restart those engines! I mean clients!
Quote:
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#2 (permalink) |
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Join Date: Apr 2006
Location: Tampa, Fl (org. New Orleans, La pre-Katrina)
Age: 25
Posts: 479
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Re: TF2/Source Engine Update 11/16/07
Ugh... so more and more they punish the defenders. I notice a number of the valve/source games seem to have this model of making the winners win more and making the losers suffer.
Anyway we can remove that spawn time adjustment from helping the winning team? I've seen granary shutouts far too often (granted with an organized team delivering them usually) that they don't need a helping hand to further beat the defenders down.
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#3 (permalink) |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,742
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Re: TF2/Source Engine Update 11/16/07
I thought cp_well needed more re-balancing than cp_granary. You almost never see a team come back and take the middle point after they enemy establishes control of it. If you don't hold control of the middle point after the first few minutes all you can really hope for is a stalemate.
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#4 (permalink) |
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Join Date: May 2003
Location: Kitchener, Ontario
Age: 27
Posts: 1,247
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Re: TF2/Source Engine Update 11/16/07
Theres new music when you start the client too (if you launch TF2 before joining a server)
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I am the one, I am the zero, I am your low resolution hero. |
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#5 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: TF2/Source Engine Update 11/16/07
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I've found on both Well and Granary that teams pushed back on defense fail miserably when it comes to understanding what needs to be done on offense. Turtling is almost never effective on these maps, and this is a good thing. Once you get pushed back and you prove that you can't muster an offense, you might as well lose and try again.
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Peace through fear... since 1947! |
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#6 (permalink) |
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Join Date: Jun 2005
Location: Austin, TX
Age: 33
Posts: 4,337
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Re: TF2/Source Engine Update 11/16/07
Yeah those two maps are all about pushing and keeping the other guys on their heels. I'm a big fan of defending points in other games, but this map type really doesn't fit well with people defending a flag. It's a linear push map that requires just about everyone on the front, winning the head to heads and putting pressure on the next point.
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#7 (permalink) |
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Join Date: May 2003
Location: Kitchener, Ontario
Age: 27
Posts: 1,247
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Re: TF2/Source Engine Update 11/16/07
Songs located here: C:\Program Files\Steam\steamapps\<steamusername>\team fortress 2\tf\sound\ui
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I am the one, I am the zero, I am your low resolution hero. |
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#8 (permalink) | |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,742
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Re: TF2/Source Engine Update 11/16/07
Quote:
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#9 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: TF2/Source Engine Update 11/16/07
Quote:
- small defense - huge offense - bypass the enemy rather than fighting them If you own the middle already, I urge people to forget defense completely, since given equal attack forces you will easily grab the 4th point before they get the 3rd.
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Peace through fear... since 1947! |
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#10 (permalink) |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,500
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Re: TF2/Source Engine Update 11/16/07
There is a very large difference in spawn time on the map. It makes it nearly impossible to come back under any circumstances. The team with the middle cp will have something like 25% more living player on the field at any given time.
I've only seen teams that are pushed back win through sudden death.
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#11 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: TF2/Source Engine Update 11/16/07
Grainary just went from first-cap-wins to first-cap-wins-more, which means nothing changed.
The fix that's needed is for the penultimate point gates (the ones that open into the area between mid and penny) to be locked. That way, the scouts still get first contact, but the TEAM is able to play too. As it is, scout rush gets about half the cap timer down before demo and pyro can do any serious disruption. Gating it at half-way will shorten the scout-others gap, making it play a bit more like Well which sees mid change hands as soon as the lead team quits paying attention to it.
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