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09-19-2007, 10:12 AM #16
Re: TF2 Server Online
I think there was more than 30 TG people playing last night, probably spread across a couple servers.
|TG-12th|Undead

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09-19-2007, 11:12 AM #17
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09-19-2007, 11:42 AM #18
- Join Date
- Jul 2006
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Re: TF2 Server Online
Is there a server side variable to control sudden death?
On push/pull maps with 5 control points the sudden death is broken. Currently it stalemates if both teams have players alive when the time runs out. This means that both teams have no incentive to advance.
I think that at the end of the sudden death timer the team with the most control points should win. This encourages the losing team to make a final push and rewards the leading team with a defensive advantage.
-Aaron
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09-19-2007, 12:58 PM #19
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- Jul 2006
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Re: TF2 Server Online
Also... is there a server side control that can limit the number of classes? I think there would be some benefit to limiting Spies and Engineers.
-Aaron
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09-19-2007, 01:24 PM #20
Re: TF2 Server Online
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09-19-2007, 01:26 PM #21
Re: TF2 Server Online
Spot on kormendi. We need to get comfortable with what we can do and what we can work with as a team. Rome wasn't built in a day.
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09-19-2007, 01:35 PM #22
Re: TF2 Server Online
Exactly, while in the Beta, I too at times wished there was a limit of the number of spies, but, well, its a beta. We're here to test out whats good and whats not.

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09-19-2007, 01:42 PM #23
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- Jul 2006
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- 529
Re: TF2 Server Online
Fair enough. I'm a bit impatient to play so I haven't been able to play at the TG server due to the reserve slots not working. I also find the chaos of FF to be off putting. My experience has primarily been with random pubs.
Funny how my enjoyment of this game has receded. The Tuesday morning crowd was perhaps the most friendly group of gamers I've ever met. People were communicating, trying strategies, and using different combinations of classes. By Tuesday night, it was 50% spies, 25% engineers, and a handful of assorted classes.
My suggestion was based on that experience. You guys are correct though, TG is about more strategy, not less. Thanks for reminding me about that =)
-Aaron
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09-19-2007, 02:58 PM #24
Re: TF2 Server Online

Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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09-19-2007, 03:44 PM #25
Re: TF2 Server Online
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09-19-2007, 03:47 PM #26
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- Jul 2006
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Re: TF2 Server Online
Still, discussion about changing x, y, or z isn't bad. TG operates under different conditions than the general gaming public. It is natural for this community to consider gameplay tweaks.
-Aaron
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09-21-2007, 03:04 AM #27
Re: TF2 Server Online
I for one can't wait to hop on the server and have some fun


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09-22-2007, 12:00 PM #28
Re: TF2 Server Online
Remember gentlemen, this is all very much in the BETA stages (both with Valve and TG). It is great to take down notes and pass them on to admins (or in the forums, where appropriate) but at this time it would not be wise to be placing restrictions and limitations on many things that we have yet to fully test out. There will be bugs, kinks, etc... but time will tell as to what is best. Be patient and I can assure you your questions and/or comments will be answered.
I really look forward to this game being part of the TG community. I played it last night and thoroughly enjoyed it... I'm still learning, no doubt but it was fun none the less.
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09-22-2007, 05:35 PM #29
Re: TF2 Server Online
I think really everything in the game does have a counter and it is extremely balanced...
...Well everything except mass Uber Heavys


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09-23-2007, 02:32 PM #30
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- Jan 2007
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Re: TF2 Server Online
will check it out, thanks!
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