Team Fortress 2 - Page 5

Team Fortress 2

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SwiftSpear
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Post by SwiftSpear »

Meh, after alot more play time I've grown fondness for most of the classes... Probably my least favorite to play right now are scout and engineer... although I do play alot of engineer because it's a hard class to play and pisses me off to no end when most of the engies on my team are pants on head retarded.

Soldiers are just a fun meat headed class to play, you don't really have any explicit weakness, so it's really just a matter of playing the most solid game you can against the strengths every other class has against you in specific circumstances.

Pyro's suck for the most part, but if used correctly nothing will cause more damage and chaos. It's why I've grown to love the class, it's so opportunistic. In the right situation a pyro is strong against pretty much everything, so you need to intelligently pick and choose your rushes so when you do finally appear the enemy team regrets letting you make the move when you do.

Demoman is an incredibly fun class, while they are explicitly weak against pretty much everything without a bit of set up time, they are one of the biggest asshole classes. Nothing can make an enemy team pay for taking even the slightest bit of ground like a demo man can.

Medic is fun because pretty much any good player with a good medic attatched to him suddenly makes an invincible base infiltrator. The hard part as a medic is staying alive.

Sniper is point and click tastic. I don't really love the class, but it can be alot of fun to run up kill streaks and piss off the enemy immensely as all their important stuff dies as soon as it comes into view of your team.

Heavy is a bland class with many weaknesses, properly played nothing else can make the enemy team suffer more losses as they try to defend.

Scout would be alot of fun if my FPS didn't suck. The class is fast and deadly, and one of the only classes with a good hit trace weapon at medium range. Scouts can get places that no other class can get without taking damage, and scouts can do it alot faster. It's not an incredibly brainy class to play, but it takes alot of skill and ability to play well.

Engie basically sucks in every way, however, properly used dispensers and teleporters are necessary to win. The turret itself is very weak for the most part. It takes too long to establish, is counterable by no less than 4 very solid counters, is useless if put in the wrong place or set up wrong. It's basically only a good way of defending dispensers and teleporters.

Spy's a probably still my favorite class. The counter to spys is good teamwork and the weakness of spy's is bad teamwork. Simply put, the spy causes chaos and makes your team pay in numbers for not playing the game as a cohesive unit. It takes alot of smarts and tactics to play a great spy, and it takes alot of smarts and tactics to keep a good spy from costing you big time.
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Relative
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Post by Relative »

SwiftSpear wrote: Probably my least favorite to play right now are scout...
The Scout has quickly became my favorite class as of late. I didn't expect to like it, but once you figure out how to best take advantage of his abilities, speed, and short range damage its a blast. Its really satisfying to take down a heavy; its like David and Goliath. My arch enemy is the engineer. You may say their turrets are weak, but they serve a vital purpose in holding and taking ground through attrition,... and killing scouts :cry:
SwiftSpear wrote:Spy's a probably still my favorite class.
That's probably my least favorite after the solider and the pyro. :P I want to learn how to use this class, but I always get figured out before I can do anything. You can definitely tell the difference between a good spy and a bad spy. The bad spies get picked out quite quickly, often before they do anything.
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rcdraco
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yea

Post by rcdraco »

I never played Team Fortress 2, but I've played Fortress Forever, and in that, Demoman is my favorite, not the most health, not the best weapons for direct combat, but can accomplish objectives, and works great for how I play.
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SwiftSpear
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Post by SwiftSpear »

It's less good spy/bad spy than it is good team/bad team... Seriously, against a good team holding ground the way they should be with proper spy traps, the best spy in TF2 really can't do anything, their best bet is to switch to medic.

At the point where a spy doesn't know how to cloak and disguise, ya, definitely he's going to be pretty easy to kill. Some other spys make mistakes like running out with a group of allies... well gee, I wonder which blue player is the spy in that group of red players? There's lots of little spy giveaways, but most spys, once they know them, will avoid pretty much all of them with little trouble. After that little things like intentional crit avoiding with backstabs come into play, and timing for engi stab/sapper instaplacing come in, but for the most part the class is mostly about making the enemy team pay for letting you pretend to be one of them as opposed to acctually doing something special as the class that magically makes you more effective than you would normally be.

As for the scout, like I say, I'd like the class more if my FPS were better. It's just a really frustrating class to play at 30 average FPS. you don't need the twitch perfection the scout needs with pretty much any other class, but for the scout it's paramount. You MUST have your crosshair squared when you fire at the enemy, and you MUST fire at just the right time. It's just alot harder to do at 30 FPS, and impossible to do if FPS drops lower for any reason.
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Foxomaniac
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Post by Foxomaniac »

There are a few tricks here and there to become a l33t spy but once you do become a l33t spy, you can take out all the classes except for the paranoid pyro and the speedy scout.

Just ask my team whenever I'm spy :p.

When the spy's team is decent, you simply have a wider window of opportunity to work with as a spy, increasing your longevity but that's about it - spy can play solo to a good extent.

Playing spy is like playing TA really - you need 3 resources : Attention, enemy lack of attention, time.

Oh and sometimes, I think this whole "teamplay" thing is too slap-drilled onto everyone's head. Many people are all like... "I halp teh team!111 noofing liek X thing halpz teh team!!!1111 meh and maaah teaaaaam blah blah" when infact, 90% of the time, your "team" doesn't know what you're doing, doesn't give a flying fark about what you are doing and is completely disorganized. The only factor being whether your team's guys can actually play or not.
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SwiftSpear
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Post by SwiftSpear »

Teamplay is definitely a bit of a catch phrase these days. However, I'm not using teamplay here as a developmental feature, I'm using it as a team quality derivative. Teamplay isn't doing the bare minimum as your class or ramboing around, simply put, teamplay is playing the class the way it's meant to be played for the greatest benefit to the team. As a medic I can do a bad job of team playing even though I'm primarily attached to another player at all times. Things like, if you notice a spy in your group say something, you have alot more time to look around than the other classes. Don't uber when you're soloing with your buddy, wait till some other teammates are around so they can push in and hold the ground your uber takes, heal injured teammates around you, even if it means delaying your push to the front line with a heavy or something.

Effectively, teamplay is more being aware of your team, what your team is doing, where they are, how many of them are alive/what they are doing, and responding appropriately. This is basically what I mean by "spy trap" if you know where the rest of your team is for the most part, and you know where spys are likely to come from, then you don't give too many open area's for a spy to push up ground, even when he's cloaked, and you make it hard for him to find good places to sneak in and establish trust.

Watch as the competitive scene starts gearing up. You're going to see very few competitive spy's and you're going to see very few good teams suffering much from the few competitive spy's there is. The reason being, that simply put, with good team awareness and good map awareness a spy has no room to work. His role is severely limited to pretty much just sapping, which isn't very useful in context of how much more effective demo spam or uber rushes are for taking down sentries... Although in certain contexts it's going to be fundamental to take down enemy teleporters in the back lines.
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hunterw
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Post by hunterw »

SwiftSpear wrote:
Watch as the competitive scene starts gearing up. You're going to see very few competitive spy's and you're going to see very few good teams suffering much from the few competitive spy's there is. The reason being, that simply put, with good team awareness and good map awareness a spy has no room to work. His role is severely limited to pretty much just sapping, which isn't very useful in context of how much more effective demo spam or uber rushes are for taking down sentries... Although in certain contexts it's going to be fundamental to take down enemy teleporters in the back lines.
competitive play is supposed to be 6v6 matches, and i don't think 1/6 of the team can afford to be spy. spies most important role imo is taking out medics before they can uber.

the game has a sort of rock paper scissors element built in to it that becomes more apparent as the player count drops. if someone does go spy in a 6v6, it would be advantageous for someone to switch to pyro. there's plenty of class pairs like this - scout and pyro is another example. i think a shitload of class switching will happen in pro play.
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SwiftSpear
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Post by SwiftSpear »

Spy is only really weak to pyro if the spy is being dumb. Even if the pyro snipes at every guy he encounters, you're just as likely to get caught by someone running into for a collision hull check.
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Foxomaniac
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Post by Foxomaniac »

A clan-player spy wouldn't play the same as in a pub :


Pub play :

Sneak behind enemy lines, walk among em, stab a few guys. rinse & repeat.

Clan play : Hide somewhere, wait for enemies to come, wait for em to be busy attacking your other guys, run in for the kill.

Spy is pretty much severely limited in clan play - simple voice communication or weapon switching is enough to make the spy null and void.

Plus, criticals aren't healthy for competetive play - it would be like the lotto in every encounter - I've seen a clan match on pwnage.tv once (just out of pure curiosity how TF2 goes >.>) and it was basically 2 guys on D and 4 on O one team and the other was 3D 3O.

Team 1 managed to clear the flag room but only the soldier remained and with only 4 HP.

The soldier moved out and two of the other team who were around the area tracked the soldier - they found him but he wtfpwnt them both with a critical rocket - how frustrating is that?

Once team 1 got the lead, they all went D and team 2 had nil chance of winning.

Oh and swift :

Your definition of "teamplay" isn't teamplay.

It's what I call.... playing intelligently.
DemO
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Post by DemO »

My clan beat your clan!! EAT IT!!!

<3
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Foxomaniac
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Post by Foxomaniac »

Wut?
DemO
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Post by DemO »

xciteuk vs LNY
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Foxomaniac
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Post by Foxomaniac »

Oh, I'm not even registered as a player in the clan - I'm merely tag-alonging w/ the guys for laughs and such.

Clanning isn't my thing.

Plus, I live in a bit of a pushy timezone as well as being a high ping bastard :P.

LNY is pretty much average all-around. The only player who really stands out the most of em is Natharn.
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Peace
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Post by Peace »

Lads, im having problems with getting Steam up and running. Any ideas?

I get this error: "Crash: Steam.exe (main exception): Unable to load library Steam.dll"

Says here:
long URL deleted -moderator

That it's the firewall blocking it but it's set as "permit always" in my firewall (Norton). I've tried reinstalling, changing settings etc...
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Peace
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Post by Peace »

Nvm, weird but after repeating the same process a few times it actually seems to work now. Man, I hate computers..
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