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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#16 (permalink) | |
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Join Date: Jun 2005
Location: Austin, TX
Age: 33
Posts: 4,312
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Re: Now, we know.
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And I don't see any other similarity between BF2 and these changes. Why don't you guys give the changes an actual playthrough before declaring them awful? Just sayin. I'm optimistic about these changes, since every other change they've made so far has increased the quality of gameplay.
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-F- Beatnik
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#17 (permalink) |
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Join Date: Sep 2005
Location: Hamilton, NJ
Age: 26
Posts: 2,036
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Re: Now, we know.
they even stated (im not bothering to find the quote) - "The unlocks are not "better" weapons, simply alternatives with advantages and DISADVANTAGES (bold to make point) so a player make take on a different "role" if you will". Theyve always made sure things are balanced, i have no reason to doubt they will now.
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#18 (permalink) | ||
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,447
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Re: Now, we know.
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And every other change they've made to TF2 has affected everyone equally. If they were just making new weapons for use for everyone, I'd probably just roll my eyes a bit and move on. But this varies even from something like friendly fire because it's not just about putting in the time with the class, it's about keeping in the back of your mind what achievements you have left to get. I actually didn't mind the stock TF2 achievements because they could all be obtained by doing your job. A good pyro will light 5 people on fire. A good defense will shut-out dustbowl or granary. A good sniper will score X headshots. I just don't see how 39 (I think) achievements for one class will be this generic. If they end up all being: "Heal X amount" then "Heal X+y amount," then I'll shut up. But with that many achievements, it's probably going to get stupid, like the Achievements in Guitar Hero 3 or some other 360 titles.
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#19 (permalink) |
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Join Date: Jan 2008
Posts: 488
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Re: Now, we know.
Medics will be buffing you. It's not as if they are favoring the medic; they're going around to every class and doing similar things. If anything, they are attempting to keep the game as balanced as possible by using a less combative class first. I have a feeling the achievements are going to be like "ubercharge and make 3 people invincible during that time" and "buff 5 people to 150% health within 20 seconds", along with regular "heal X amount before dying/the end of the round". It doesn't seem like it will affect gameplay in a bad way at all. You'll notice when you want to just be buffed that extra 50% or when you need the max amount of ubercharges. I really think this deserves a playtest before bashing it; Valve has almost as much of a knack for balance as Blizzard.
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#24 (permalink) |
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Join Date: May 2007
Location: England
Posts: 1,341
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Re: Now, we know.
I hope I manage to get it before they mess it up...
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|TG-irr| westyfield ![]() Thanks Oldirti for this sig! Xfire: westyfield Ikariam- Westopia, Quosios [18:35] (S). Colonies: Westyville, Nytios [18:29] (M), Westropolis, Tasetia [15:33] (CG). Irregular since Sept 15th, 2007 |
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#25 (permalink) |
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Join Date: Nov 2005
Posts: 36
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Re: Now, we know.
Well, I dont have an opinion about the changes, but I can say the old GoldRush map was one of my favorites back in the day. Would be nice if this one is anything like that.
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It's not what you know, It's not who you know, It's what you know about who you know. [TG]BlackBart / [TG]FatalCure Ikariam! Alpha as Lord Foul Capital - Honayos[29:21] > Fouls Creche::Wine Colony - Riluos[29:20] > Andelain::Sulfur Colony - Mureos[28:20] > Stonedowners::Marble Colony - Juroios[28:21] > Crysanthium::Crystal Beta as BlackBart TG Capital - Cleyhios[22:54] > The Cove::Sulfur Colony - Ardotia[21:54] > RockinAntigua::Marble Colony - Zhurios[21:55] > Grapes of Wrath::Wine Gamma as BlackBart TG Capital - Eraeos[60:43] > RocketTown::Marble Colony - Gievaios[59:43] > Vini Vici Vino::Wine Colony - Aratia[60:42] > Stinkville::Sulfur |
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#27 (permalink) |
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Join Date: Nov 2005
Posts: 36
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Re: Now, we know.
Some new info in on the new map, showing up on steam update news...
update: you may’ve heard that new achievements, maps, and unlockable items are on the way. The first map, Goldrush, introduces a new game mode. The BLU team must escort a high-tech mining cart through a series of checkpoints to the RED base within a time limit. The more BLU players near the cart, the faster the cart moves. The cart stops if any RED team member is in the vicinity. We’re balancing the map now; look for it within the month.
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It's not what you know, It's not who you know, It's what you know about who you know. [TG]BlackBart / [TG]FatalCure Ikariam! Alpha as Lord Foul Capital - Honayos[29:21] > Fouls Creche::Wine Colony - Riluos[29:20] > Andelain::Sulfur Colony - Mureos[28:20] > Stonedowners::Marble Colony - Juroios[28:21] > Crysanthium::Crystal Beta as BlackBart TG Capital - Cleyhios[22:54] > The Cove::Sulfur Colony - Ardotia[21:54] > RockinAntigua::Marble Colony - Zhurios[21:55] > Grapes of Wrath::Wine Gamma as BlackBart TG Capital - Eraeos[60:43] > RocketTown::Marble Colony - Gievaios[59:43] > Vini Vici Vino::Wine Colony - Aratia[60:42] > Stinkville::Sulfur |
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#28 (permalink) |
![]() ![]() Join Date: Jan 2006
Posts: 259
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Re: Now, we know.
You know what would be interesting...if they made a mode like goldrush, but it went both ways. So both teams had to push the cart back and forth through an area, and the first team to do it would win. The only problem I can see besides it being really fun (not a problem) and require lots of teamwork, is that it could be stalemated plenty.
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#29 (permalink) | |
![]() Join Date: Apr 2006
Location: Houston, Texas
Posts: 784
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Re: Now, we know.
Quote:
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"On that day half a century ago, our species was pushed to the crumbling edge of extinction. And as we teetered on that precipice, staring down into the abyss, a hand reached out, pulled us back from the brink, and gave us hope... the hand of a Hero."
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#30 (permalink) |
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Join Date: Jan 2008
Posts: 488
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Re: Now, we know.
If you read the Developer's Commentary, they're big on no stalemates. If you're doing good, you're likely to continue doing good. That's why you tend to get more criticals during kill streaks and medics' health regens faster. Besides, everyone would end up simple standing by the cart, and Ubers wouldn't be used. Also, no one would be a spy, a sniper, an engineer, and most likely not a heavy.
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