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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
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#16 (permalink) |
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Join Date: Sep 2007
Posts: 4
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Re: Suggested Game Changes
You make some quality points. However, there is such a thing as the chicken and the egg. Do good players make a good server, or does good format attract good players. I think the latter can be true. I don't see how you can do good planning in an enviroment like TF2. It's too fast, with almost everyone going kamakazi, since their is no incentive most of the time to hang back and wait to attack. I think if you can attract good players game play will improve, but will never be able to take full advantage of how the class can work together if timed right. Anyway, I don't much care, just putting my 2 cents in. I really hope this server takes off.
-Moving Target |
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#17 (permalink) |
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Join Date: Nov 2007
Posts: 12
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Re: Suggested Game Changes
I think good players make a good server. I may define good players differently than some: "Players that think, that plan, that coordinate, that have a mic(!). Players I want to have on my team". They may not be the best shot or the most experienced, but they are willing to suggest plans and learn.
I try whenever possible to play on the TF servers purely because I tend to find more planning/coordination/clue there. I also tend to drop out of other servers as soon as I realize they have tweaked things (fast respawn, combined-teams voice chat, annoying overlay music, etc.). Therefore TF's untweaked server is a positive for me. Fast spawn especially bugs me. Servers that do it advertise it like it's a good thing, but it clearly throws off the game balance and makes it very difficult to take the last point on places like Well. Therefore I know that people attracted to those servers are more concerned about not spending 20 seconds waiting to respawn than about having a shot at winning (or losing fairly). Quire |
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