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Team Fortress 2, and my ideas for it
BlizzardMan |
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Zock On!!
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So I've been playing copious amounts of Team Fortress 2 lately, and for the most part I think it's an awesome game. Really addicting, really fun. However, it's not perfect, so I thought I'd post what I think should be added/taken out and see if anyone else who's been playing agrees. So, for each class:
Scout: While the scout is good, I think they should have kept the old submachine gun instead of giving him that slow scatter gun. That being said, the scatter gun can be deadly in the right hands.
Soldier: I actually think soldiers can be a little imba sometimes, but their rocket jump kinda sucks now. It's hard to do, and you take quite a bit of damage from it (unless you're really good).
Pyro: These guys really need some buffing up. They're too fragile to do the role they're supposed to, which requires being like 5 ft away from your enemy. They need to give the pyro's flamethrower a LOT more range, maybe double what it is now. Also having them be invulnerable to flames would make sense, but isn't necessary.
Demoman: Pretty solid all around, no major complaints with these guys.
Heavy: Oh man, they need so much more ammo. They could easily use 300 to 350 rounds, 200 just isn't enough.
Engineer: Pretty imbalanced if you ask me. Sentry guns have way too much firepower, even at first level. Dispensers should give metal more slowly as well, otherwise you can just make a dispenser and you get a free level 3 sentry gun almost instantly. Their shotgun, while not all that great, could be taken away; they could probably do fine with just their pistol since they get their one hit killing spanners, which are cheap.
Medic: Although I haven't played them much, they seem pretty fine as far as balance goes. Syringe gun is funny.
Sniper: Again, I don't have much experience with these dudes, but they seem pretty good. Some kind of sensor to tell you when people are near you might be nice for them, since they are just spy bait.
Spy: This is the class I play most, by far. While I like them, they can be frustrating sometimes since friendly fire is almost always disabled, making it easy to pick out spies on your team by just shooting everyone you see. Their knife, while being a 1 hit kill from the back, is complete garbage from any other angle, and making it a little better might be a nice change, since the knife is what at least I use most of the time. Another idea I had was to make it so you could stab out of cloaking, but this would make it a little overpowered. Maybe make it so you can't stab out of disguise, and you move slower cloaked, or something. I dunno, they just seem to be lacking in certain situations. Then again, it's probably just personal bias. Still tons of fun to play as.
So what do you guys think? Agree? Disagree? Despite these flaws it's totally worth it to buy the Orange Box for this.
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Joey |
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Spy should be able to attack and stuff while doing that coming out of invisibility animation. It's soooo long. But I love the fact that you take on other players' names.
I've spent the most time being Engineer, and maybe I just suck at it but I don't think it's overpowered. What really sucks is when an Engineer is sitting literally on top of a Dispenser and a Sentry up against a corner. No back stabs, he's constantly being healed, he's constantly fixing his gun and warding off sappers, and only explosives and rockets can really do anything, except those classes will get destroyed by the sentry.
I spend a lot of time as Pyro too, and I find the class to be marvelous, or maybe I'm just weird. I turn entire teams crispy when I sneak to their control point. Also, Pyro's taunts are amazing.
I started using Sniper recently, which is fun during Sudden Death in certain maps. They take good care of Sentries and Heavies.
I also like scout. I find it weird that they count as 2 people at control points, so five scouts would basically turn an entire map blue or red in a minute. Can they climb walls? I've seen it but I haven't tried it or done it, just the double jump.
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