I do like the fact that taunts are becoming useful in and of themselves. Rare usage, but so much fun! Getting killed with a pyro taunt has to be the most humiliating death.
<!--quoteo(post=1686042:date=Aug 15 2008, 09:35 PM:name=Gwahir)--><div class='quotetop'>QUOTE(Gwahir @ Aug 15 2008, 09:35 PM) <a href="index.php?act=findpost&pid=1686042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do like the fact that taunts are becoming useful in and of themselves. Rare usage, but so much fun! Getting killed with a pyro taunt has to be the most humiliating death.<!--QuoteEnd--></div><!--QuoteEEnd-->
I once got a double kill with the pyro taunt. I'm going to have the memory engraved on my tombstone.
As for Heavy's new weapons I'm not impressed. I was hoping that the minigun replacement would be something other than a second minigun, like, I don't know, a big semi-automatic rifle that shoots massive bullets that are effective at a longer range than the minigun but less useful up close. That would've made him a bit more useful sans medic. As for the sandwich ... seems quit silly. I don't like the idea of using a weapon slot for a portable medpack. Unless the sandwich IS a weapon, where you crush someone's skull between two slices of stale bread and devour their corpse for health. That would satisfy me.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
I'm thinking maybe the Sandwich is a taunt... but I'll agree on the weapons being generally disappointing. There's not even that much of a difference in appearance, shame Valve!
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1686073:date=Aug 16 2008, 06:27 AM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Aug 16 2008, 06:27 AM) <a href="index.php?act=findpost&pid=1686073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only unlockable that has looked radically different from its counterpart has been the flaregun, so far.<!--QuoteEnd--></div><!--QuoteEEnd--> Not only that, but the flare gun is also the only unlockable so far that actually is a new gun. The other one's are just modifications.
I was definitely hoping for a minigun replacement, not just a minigun with a special power.
X_StickmanNot good enough for a custom title.Join Date: 2003-04-15Member: 15533Members, Constellation
edited August 2008
I also like the idea of the sandwich being a taunt rather than just an extra weapon.
If nothing else, having the sandwich just replace the shotgun as a weapon would make the "eat 100 sandwiches achievement" ridiculously easy, to the point of stupidity. Then again, the taunt would also mean it's not too hard. Maybe it'll have some cooldown period, or it's a once-per-life thing.
The new minigun seems more of a support weapon than anything. Coupled with a critskrieg'd soldier/regular heavy/demoman, it'd make for a fantastic break-through team.
*EDIT* Just noticed on the achievements, one is *definitely* kill an enemy with a taunt... So unless they've introduced two new taunts (or, say, have the shotgun replacement also give a new taunt), I can't see how the sandwich is a taunt-option...
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited August 2008
<!--quoteo(post=1686116:date=Aug 16 2008, 06:51 PM:name=X_Stickman)--><div class='quotetop'>QUOTE(X_Stickman @ Aug 16 2008, 06:51 PM) <a href="index.php?act=findpost&pid=1686116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just noticed on the achievements, one is *definitely* kill an enemy with a taunt... So unless they've introduced two new taunts (or, say, have the shotgun replacement also give a new taunt), I can't see how the sandwich is a taunt-option...<!--QuoteEnd--></div><!--QuoteEEnd--> The current Fists taunt is the hand-gun... That's probably the one that would cause a kill.
So really only one new taunt is necessary So if the shotgun replacement is actually a new weapon like the flaregun it could work without actually losing any taunts.
edit: the tf2wiki heavy page agrees with me that the Fists will be the instakill taunt.
edit2: I do hope that if they do that it will be a ranged railgun style instakill. That would be sweet and give a much better reason to switch to melee...
Also, the KGB gloves would make it much more difficult to do that taunt, so it could also be possible that the gloves would have a sandwich taunt instead. (Though that is more unlikely because they already introduced the gloves and said nothing about this)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2008
Quite funny how in TF2, movement is seen as not that important and it is quite possible to make weapons that slow down enemies without much concern that other games have with movement imparing weapons <!--coloro:#F4A460--><span style="color:#F4A460"><!--/coloro-->*cough* NS discusions *cough*<!--colorc--></span><!--/colorc-->.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As a result, Natascha's great against fleeing cowards, such as Scouts & Medics, and less great against anyone actively trying to kill her master<!--QuoteEnd--></div><!--QuoteEEnd--> Try selling this story to the scout with his massive HP pool...
I just hope they will also fix maps with clipbrushing as it is quite annoying to get stuck on some random protruding thingy from the wall while retreating with low health... Ah well one can dream can't one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Gottah love googletube for giving ideas to Valve (taunt kills), nice and community orientated they b. Valve rocks much?
[edit] It's also good to see a noticeable difference in the minigun look at firts/fastmovingpast glance (white-part vs all black) So you can actually see the differently equiped heavies much easier and more importantly, faster...
Now I'm wondering if natascha will work on enemies airborne. Do you come to a complete halt midair and flop to the ground like a brick or will the effect wait til you have both feet on ground? Can it only effect ppl on solid ground? If the latter the scout should not have that much trouble as he mostly doublejumps around and only momentarily hits ground. The former will seriously cripple scouts, as well as anyone jumping or why not sticky/rocket jumping? Will the heavy be able to stand on gravelpit C point and stop soldiers/demos from jumping up?
So many questions and yet I don't feel like playing with 200 other heavies to find out the first month or so.
X_StickmanNot good enough for a custom title.Join Date: 2003-04-15Member: 15533Members, Constellation
<!--quoteo(post=1686138:date=Aug 17 2008, 02:25 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Aug 17 2008, 02:25 PM) <a href="index.php?act=findpost&pid=1686138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So many questions and yet I don't feel like playing with 200 other heavies to find out the first month or so.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am so looking forward to the heavy update. The sheer amount of voice spam will be amusing.
The heavy is the only update I'm really looking forward to, in terms of how it affects people's class choices (i.e. there'll be 90% heavys everywhere). All of the others fill me with a sort of dread, especially the engineers (just because I envision two entire teams of campers, doing nothing).
<!--quoteo(post=1686151:date=Aug 17 2008, 03:10 PM:name=X_Stickman)--><div class='quotetop'>QUOTE(X_Stickman @ Aug 17 2008, 03:10 PM) <a href="index.php?act=findpost&pid=1686151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am so looking forward to the heavy update. The sheer amount of voice spam will be amusing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Bah! Too many little men on zis team!
I would advise everyone to turn the volume down a couple of notches. Twenty heavies going at it with miniguns is very very loud.
I am curious to see what they'll do with the other classes, particularly demoman and spy. Demoman is perhaps my best class, and I wonder what they could put in that would be as awesome as stickies ... probably something simple, like greater blast radius but less damage overall. As for spy, I fear what they'll replace the standard knife with.
NeonSpyder"Das est NTLDR?"Join Date: 2003-07-03Member: 17913Members
<!--quoteo(post=1686152:date=Aug 17 2008, 02:28 PM:name=Shzar)--><div class='quotetop'>QUOTE(Shzar @ Aug 17 2008, 02:28 PM) <a href="index.php?act=findpost&pid=1686152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bah! Too many little men on zis team!
I would advise everyone to turn the volume down a couple of notches. Twenty heavies going at it with miniguns is very very loud.
I am curious to see what they'll do with the other classes, particularly demoman and spy. Demoman is perhaps my best class, and I wonder what they could put in that would be as awesome as stickies ... probably something simple, like greater blast radius but less damage overall. As for spy, I fear what they'll replace the standard knife with.<!--QuoteEnd--></div><!--QuoteEEnd-->
Please-please piano wire!
(also acceptable would be explosive toothpaste in place of sapper)
<!--quoteo(post=1686151:date=Aug 17 2008, 09:10 PM:name=X_Stickman)--><div class='quotetop'>QUOTE(X_Stickman @ Aug 17 2008, 09:10 PM) <a href="index.php?act=findpost&pid=1686151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All of the others fill me with a sort of dread, especially the engineers (just because I envision two entire teams of campers, doing nothing).<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe they will give a type of sentry/equipment which fits better for offensive type engineers. Therefore blu will have engineers which still can help on the front line while red still prefers the standard loadout. Mobility vs health/damage anyone?
Can't wait for sandwich related videos to drop in. Two teams of heavies just chillin on a cp.
The heavy update will probably be ridiculously fun for anyone who doesn't absolutely have to get the achievements right away. With so many slowpokes lumbering about, I have two words for you: Boom. Headshot.
The heavy update will also be a good time for me to start playing again and get my medic/pyro achievements =D I stopped playing before they introduced any of these expansions XD
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited August 2008
new game mode: <a href="http://steamgames.com/tf2/heavy/arena.htm" target="_blank">http://steamgames.com/tf2/heavy/arena.htm</a> I'm most excited about the new visual style of lumberyard and I hope they make more maps with it.
The new game mode has me super duper excited. That sounds awesome. Second screenshot of Lumbaryard looks a little lackluster, especially the skybox.
Really disappointed with the minigun unlock, IMHO, and as someone who plays Heavy more than his next two highest classes put together, I've killed like, 3 people with the fists, so the KGB is kind of useless. What the heck do I need to slow people down for? Enemies are slowest when they're DEAD. This doesn't give me jack to deal with snipers or spies, which are the only two classes that I even bother to distinguish from one another when it's time to shoot, pretty much.
Still, excited about everything else, and they can still win me over with a cool shotgun unlock (hopefully not just a freaking sandwich). Just a little disappointed that I'm getting a piece of crap gun for my favorite class when the medics and pyros both got something that most people end up using.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1686198:date=Aug 18 2008, 07:47 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Aug 18 2008, 07:47 PM) <a href="index.php?act=findpost&pid=1686198"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The new game mode has me super duper excited. That sounds awesome. Second screenshot of Lumbaryard looks a little lackluster, especially the skybox.<!--QuoteEnd--></div><!--QuoteEEnd--> I really like the skybox, I just hope there's some parallax on the shaded rows of trees. <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Really disappointed with the minigun unlock, IMHO, and as someone who plays Heavy more than his next two highest classes put together, I've killed like, 3 people with the fists, so the KGB is kind of useless. What the heck do I need to slow people down for? Enemies are slowest when they're DEAD. This doesn't give me jack to deal with snipers or spies, which are the only two classes that I even bother to distinguish from one another when it's time to shoot, pretty much. Both are hard counters to the heavy that you wouldn't want to effect much.
Still, excited about everything else, and they can still win me over with a cool shotgun unlock (hopefully not just a freaking sandwich). Just a little disappointed that I'm getting a piece of crap gun for my favorite class when the medics and pyros both got something that most people end up using.<!--QuoteEnd--></div><!--QuoteEEnd--> Don't knock it til you've tried it. We don't know how much it slows the players down yet, and a slower player gets killed by the rest of your team faster. The right strategy for this might be to spray the whole enemy team with a bullet or two apiece and let your teammates finish them off.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited August 2008
<!--quoteo(post=1685796:date=Aug 12 2008, 10:03 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Aug 12 2008, 10:03 PM) <a href="index.php?act=findpost&pid=1685796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe the new gamemode is team survival! (As in, endless SD!!!)<!--QuoteEnd--></div><!--QuoteEEnd--> Woot... SD is my favorite part of TF2, I'm glad they chose to make a formal game mode out of it.
Arena will likely play out like a completely different game though... Spys can be more useful, snipers more dangerous, and medics more important. If Arena is basically SD, it will be a lot easier to take out turtled engineers (because when you stab the engineer their stuff blows up too)
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited August 2008
<!--quoteo(post=1686205:date=Aug 18 2008, 11:14 PM:name=A_Boojum_Snark)--><div class='quotetop'>QUOTE(A_Boojum_Snark @ Aug 18 2008, 11:14 PM) <a href="index.php?act=findpost&pid=1686205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope arena turns out ok, it's got me reminded of what Combat did to NS. I hope this doesn't fragment the community more.<!--QuoteEnd--></div><!--QuoteEEnd-->
Addition of Combat to NS: Deathmatchy gamemode added to very strategic game. Addition of Arena to TF2: More strategy filled gamemode added to very deathmatchy game.
I prefer the logic of the second. Better to make a game have more thought than to make a mode to remove thought. In the NS version, all it did was reinforce a deathmatchy mindset to the new players that had come from counterstrike. With TF2 though, all the players know the game already and know the little bits of strategy in the normal game... this just gives them an opportunity to go into an even more strategic high-risk high-reward gamestyle...
I might be rambling a bit as it is past my bedtime, but my point is that the situation is different and I welcome this addition far more than I welcomed the addition of combat.
edit: I like the new environment but it seems a bit colorful. I hope it isn't too distracting during play.
<!--quoteo(post=1686208:date=Aug 18 2008, 11:13 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Aug 18 2008, 11:13 PM) <a href="index.php?act=findpost&pid=1686208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Addition of Combat to NS: Deathmatchy gamemode added to very strategic game. Addition of Arena to TF2: More strategy filled gamemode added to very deathmatchy game.<!--QuoteEnd--></div><!--QuoteEEnd--> While I suppose you are correct in it being "opposite", that is still the entire point of my point. They are different. It's already bad enough with the wide differences in servers with nocrit, fast spawn, insta spawn, 24/7 map and all that. I don't want it getting worse by having all those varieties split yet further into arena and non-arena types.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1686210:date=Aug 19 2008, 01:32 AM:name=A_Boojum_Snark)--><div class='quotetop'>QUOTE(A_Boojum_Snark @ Aug 19 2008, 01:32 AM) <a href="index.php?act=findpost&pid=1686210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While I suppose you are correct in it being "opposite", that is still the entire point of my point. They are different. It's already bad enough with the wide differences in servers with nocrit, fast spawn, insta spawn, 24/7 map and all that. I don't want it getting worse by having all those varieties split yet further into arena and non-arena types.<!--QuoteEnd--></div><!--QuoteEEnd--> That's a good point. I felt like the addition of combat made the original gamemode lower quality, and I don't think that is what will happen here. I agree that it will make it even harder to find good servers though. I really don't understand why people ever use game-changing plugins like instaspawn or fast spawn and nocrit. I also don't understand why anyone would want to stay on a map like 2fort all day every day. (Or any other map)
While your point is good, it shouldn't affect me much because when I find a server I like I add it to my favorites and frequent it. So what are some more servers people frequent? I already added the other ones listed to my favorites.
Personally, I play on the Cc2isCool Furry Fortress servers... Not because I'm a furry, but because in the server name it said "pure" and I was sick of all those plugins. Since then it's got worse because they have SD Melee which completely kills the fun of SD, so I am sort of in search of new servers.
<!--quoteo(post=1686219:date=Aug 19 2008, 02:03 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Aug 19 2008, 02:03 PM) <a href="index.php?act=findpost&pid=1686219"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since then it's got worse because they have SD Melee which completely kills the fun of SD, so I am sort of in search of new servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's the only fun thing to ever come out of SD, melee crazyness. Of course we obviously think differently.
Fast respawn or "custom spawn time" is the dumbest thing to ever become a plugin/setting for non-mirrored maps. It COMPLETELY breaks any balance the map had.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1686225:date=Aug 19 2008, 09:12 AM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Aug 19 2008, 09:12 AM) <a href="index.php?act=findpost&pid=1686225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's the only fun thing to ever come out of SD, melee crazyness. Of course we obviously think differently.<!--QuoteEnd--></div><!--QuoteEEnd--> I just prefer the greater level of strategy and care you need in SD. You can't just rush in and get kills because if you die it's over for you. It also changes the game for spys because when you backstab someone they're not going to just respawn again. It allows spys to have a much more crucial role if they prioritize their targets and take out a medic or an engineer. (Engineers are so easy to take out in SD because their sentries explode when they do) I just like the more tactic-heavy gameplay that SD produces, and this is why I'm looking forward to Arena.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Fast respawn or "custom spawn time" is the dumbest thing to ever become a plugin/setting for non-mirrored maps. It COMPLETELY breaks any balance the map had.<!--QuoteEnd--></div><!--QuoteEEnd--> In this we think very similarly. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Comments
I once got a double kill with the pyro taunt. I'm going to have the memory engraved on my tombstone.
As for Heavy's new weapons I'm not impressed. I was hoping that the minigun replacement would be something other than a second minigun, like, I don't know, a big semi-automatic rifle that shoots massive bullets that are effective at a longer range than the minigun but less useful up close. That would've made him a bit more useful sans medic. As for the sandwich ... seems quit silly. I don't like the idea of using a weapon slot for a portable medpack. Unless the sandwich IS a weapon, where you crush someone's skull between two slices of stale bread and devour their corpse for health. That would satisfy me.
Not only that, but the flare gun is also the only unlockable so far that actually is a new gun. The other one's are just modifications.
I was definitely hoping for a minigun replacement, not just a minigun with a special power.
If nothing else, having the sandwich just replace the shotgun as a weapon would make the "eat 100 sandwiches achievement" ridiculously easy, to the point of stupidity. Then again, the taunt would also mean it's not too hard. Maybe it'll have some cooldown period, or it's a once-per-life thing.
The new minigun seems more of a support weapon than anything. Coupled with a critskrieg'd soldier/regular heavy/demoman, it'd make for a fantastic break-through team.
*EDIT*
Just noticed on the achievements, one is *definitely* kill an enemy with a taunt... So unless they've introduced two new taunts (or, say, have the shotgun replacement also give a new taunt), I can't see how the sandwich is a taunt-option...
The current Fists taunt is the hand-gun... That's probably the one that would cause a kill.
So really only one new taunt is necessary
So if the shotgun replacement is actually a new weapon like the flaregun it could work without actually losing any taunts.
edit:
the tf2wiki heavy page agrees with me that the Fists will be the instakill taunt.
edit2:
I do hope that if they do that it will be a ranged railgun style instakill. That would be sweet and give a much better reason to switch to melee...
Also, the KGB gloves would make it much more difficult to do that taunt, so it could also be possible that the gloves would have a sandwich taunt instead. (Though that is more unlikely because they already introduced the gloves and said nothing about this)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As a result, Natascha's great against fleeing cowards, such as Scouts & Medics, and less great against anyone actively trying to kill her master<!--QuoteEnd--></div><!--QuoteEEnd--> Try selling this story to the scout with his massive HP pool...
I just hope they will also fix maps with clipbrushing as it is quite annoying to get stuck on some random protruding thingy from the wall while retreating with low health... Ah well one can dream can't one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Gottah love googletube for giving ideas to Valve (taunt kills), nice and community orientated they b. Valve rocks much?
[edit]
It's also good to see a noticeable difference in the minigun look at firts/fastmovingpast glance (white-part vs all black) So you can actually see the differently equiped heavies much easier and more importantly, faster...
So many questions and yet I don't feel like playing with 200 other heavies to find out the first month or so.
I am so looking forward to the heavy update. The sheer amount of voice spam will be amusing.
The heavy is the only update I'm really looking forward to, in terms of how it affects people's class choices (i.e. there'll be 90% heavys everywhere). All of the others fill me with a sort of dread, especially the engineers (just because I envision two entire teams of campers, doing nothing).
Bah! Too many little men on zis team!
I would advise everyone to turn the volume down a couple of notches. Twenty heavies going at it with miniguns is very very loud.
I am curious to see what they'll do with the other classes, particularly demoman and spy. Demoman is perhaps my best class, and I wonder what they could put in that would be as awesome as stickies ... probably something simple, like greater blast radius but less damage overall. As for spy, I fear what they'll replace the standard knife with.
I would advise everyone to turn the volume down a couple of notches. Twenty heavies going at it with miniguns is very very loud.
I am curious to see what they'll do with the other classes, particularly demoman and spy. Demoman is perhaps my best class, and I wonder what they could put in that would be as awesome as stickies ... probably something simple, like greater blast radius but less damage overall. As for spy, I fear what they'll replace the standard knife with.<!--QuoteEnd--></div><!--QuoteEEnd-->
Please-please piano wire!
(also acceptable would be explosive toothpaste in place of sapper)
I believe they will give a type of sentry/equipment which fits better for offensive type engineers. Therefore blu will have engineers which still can help on the front line while red still prefers the standard loadout. Mobility vs health/damage anyone?
Can't wait for sandwich related videos to drop in. Two teams of heavies just chillin on a cp.
My thoughts, exactly.
I stopped playing before they introduced any of these expansions XD
I'm most excited about the new visual style of lumberyard and I hope they make more maps with it.
Really disappointed with the minigun unlock, IMHO, and as someone who plays Heavy more than his next two highest classes put together, I've killed like, 3 people with the fists, so the KGB is kind of useless. What the heck do I need to slow people down for? Enemies are slowest when they're DEAD. This doesn't give me jack to deal with snipers or spies, which are the only two classes that I even bother to distinguish from one another when it's time to shoot, pretty much.
Still, excited about everything else, and they can still win me over with a cool shotgun unlock (hopefully not just a freaking sandwich). Just a little disappointed that I'm getting a piece of crap gun for my favorite class when the medics and pyros both got something that most people end up using.
I really like the skybox, I just hope there's some parallax on the shaded rows of trees.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Really disappointed with the minigun unlock, IMHO, and as someone who plays Heavy more than his next two highest classes put together, I've killed like, 3 people with the fists, so the KGB is kind of useless. What the heck do I need to slow people down for? Enemies are slowest when they're DEAD. This doesn't give me jack to deal with snipers or spies, which are the only two classes that I even bother to distinguish from one another when it's time to shoot, pretty much.
Both are hard counters to the heavy that you wouldn't want to effect much.
Still, excited about everything else, and they can still win me over with a cool shotgun unlock (hopefully not just a freaking sandwich). Just a little disappointed that I'm getting a piece of crap gun for my favorite class when the medics and pyros both got something that most people end up using.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't knock it til you've tried it. We don't know how much it slows the players down yet, and a slower player gets killed by the rest of your team faster. The right strategy for this might be to spray the whole enemy team with a bullet or two apiece and let your teammates finish them off.
Also, sandwich ftw.
Woot... SD is my favorite part of TF2, I'm glad they chose to make a formal game mode out of it.
Arena will likely play out like a completely different game though... Spys can be more useful, snipers more dangerous, and medics more important.
If Arena is basically SD, it will be a lot easier to take out turtled engineers (because when you stab the engineer their stuff blows up too)
Addition of Combat to NS: Deathmatchy gamemode added to very strategic game.
Addition of Arena to TF2: More strategy filled gamemode added to very deathmatchy game.
I prefer the logic of the second. Better to make a game have more thought than to make a mode to remove thought. In the NS version, all it did was reinforce a deathmatchy mindset to the new players that had come from counterstrike. With TF2 though, all the players know the game already and know the little bits of strategy in the normal game... this just gives them an opportunity to go into an even more strategic high-risk high-reward gamestyle...
I might be rambling a bit as it is past my bedtime, but my point is that the situation is different and I welcome this addition far more than I welcomed the addition of combat.
edit: I like the new environment but it seems a bit colorful. I hope it isn't too distracting during play.
Addition of Arena to TF2: More strategy filled gamemode added to very deathmatchy game.<!--QuoteEnd--></div><!--QuoteEEnd-->
While I suppose you are correct in it being "opposite", that is still the entire point of my point. They are different. It's already bad enough with the wide differences in servers with nocrit, fast spawn, insta spawn, 24/7 map and all that. I don't want it getting worse by having all those varieties split yet further into arena and non-arena types.
That's a good point. I felt like the addition of combat made the original gamemode lower quality, and I don't think that is what will happen here. I agree that it will make it even harder to find good servers though. I really don't understand why people ever use game-changing plugins like instaspawn or fast spawn and nocrit. I also don't understand why anyone would want to stay on a map like 2fort all day every day. (Or any other map)
While your point is good, it shouldn't affect me much because when I find a server I like I add it to my favorites and frequent it.
So what are some more servers people frequent? I already added the other ones listed to my favorites.
Personally, I play on the Cc2isCool Furry Fortress servers... Not because I'm a furry, but because in the server name it said "pure" and I was sick of all those plugins. Since then it's got worse because they have SD Melee which completely kills the fun of SD, so I am sort of in search of new servers.
The new environment looks good though.
That's the only fun thing to ever come out of SD, melee crazyness. Of course we obviously think differently.
Fast respawn or "custom spawn time" is the dumbest thing to ever become a plugin/setting for non-mirrored maps. It COMPLETELY breaks any balance the map had.
I just prefer the greater level of strategy and care you need in SD. You can't just rush in and get kills because if you die it's over for you. It also changes the game for spys because when you backstab someone they're not going to just respawn again. It allows spys to have a much more crucial role if they prioritize their targets and take out a medic or an engineer. (Engineers are so easy to take out in SD because their sentries explode when they do)
I just like the more tactic-heavy gameplay that SD produces, and this is why I'm looking forward to Arena.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Fast respawn or "custom spawn time" is the dumbest thing to ever become a plugin/setting for non-mirrored maps. It COMPLETELY breaks any balance the map had.<!--QuoteEnd--></div><!--QuoteEEnd-->
In this we think very similarly. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />