Relative Bullshit wrote:
My favorite classes ATM are demo, medic, and sniper. What's great is that each class offers a completely unique gameplay experience. So if you get bored of rushing enemies with the pyro you can change to a supportive role as a medic. Its not often you come across a FPS that has this much depth in mulitplayer and that is simply fun to play from the start.
All of it was done in 1997.... or 1998 depending on what you're looking at.
The only things that "radically" changed : Scout, medic and spy.
Scout and medic had to be changed for the following :
TF2's gameplay direction makes it impossible to make a zipline straight for the objective. To reach the objective you have to fight your way through over niiiiiiiine thousand members of the other team - This is where respawn time kicks in. Pretty much the whole reason why respawn times were added : Lack of the ability to avoid enemies. If there were no respawn times, the game would be an effing stalemate

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Scout's role in TF(C) was to avoid the enemy and go straight for the flag at lightning speeds. This is no longer possible in TF2 due to design changes hence, the scout needed a gun. a gun that doesn't suck or is only useful to take out sentries. To compliment the scout theme, he was given good speed and double jump.
Medic in TF(C) was played more as a beefier scout rather than a piggybacking medic, again, direction changes made the medic's old role become null and void so he was changed into a piggybacking son of a bitch that makes you invincible.

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Spy was rather poor in TF(C), grenades were the only saviour of his ass when it came to sentries and he was useful for stabbing heavies and snipers by surprise at the most. Reason for this being the whole "default" weapon appearing on the disguised class - this was a dead giveaway on all classes except for scout and soldier/heavy in which case the speed gave the spy away.
Course', no sane man would enter spawn back in TFC - offense had no respawn time to fear, only travel time. Same thing for defense.
All of these, made the spy a "blegh" class - feign wasn't exactly useful.
In source, the feign ability is quite difficult to reproduce without it being farked up in a way or another and the spy still wouldn't benefit from it. The solution? a 100% cloak on a 10 second timer!
This would help the spy to sneak by the enemy then move OUT of their base instead of IN, reducing spy's mortality rate ;p. They've also made side stabbing register as backstabbing to prevent "I HUG A WALL :DDDD" that would be used by engineers in TF2 - in TF, engineers didn't do that because if they did, they'd see 2 grenades blowing them or their beloved sentry up.
The rest of the classes got miniscule changes :
Sniper : Less retarded way of charging, doesn't involve holding the left mouse button ;P. Damage was toned down so he's forced to headshot - headshots are hitbox-triggered critical hits, critical hits do QUAD DAMAGE. 'Nuff said. for moar layman termz : Is now a CS player w/ Scout.
Soldier : Absolutely ZERO changes aside from slower yet stronger rockets and faster reloading on the rocket launcher that puts more emphasis on the RL. But, this doesn't count as the game was slowed down, if the rockets were TFC speed rockets, soldier would be insanely powerful.
Engineer : Same as TFC, only you don't upgrade sentries in one hit and reload them with the other. Sentries also got 0 lock-on time except when looking up or down which makes elevated spots less of a good position. Course' dispens0rs were given healing abilities, akin to the NeoTF server-side mod for TFC.
Heavy : No changes. None. Nada. Zilch. Zero. Except he can rev his gun instead of constantly tapping the mouse butan.
Demoman : Same thing as TFC except pipebomb launcher became stickybomb launcher and got 2 more bombs in a clip in addition to being able to add more velocity to the pipes.
Demoman is too good right now IMO.
Pyro : Almost like TFC pre-patch, moar useful after-patch due to variable flame damage at point blank being buffed up - TFC didn't have variable flame damage or a wide-ish flamer.
Universal changes :
- Roll a dice to achieve 4x damage (critical olololo).
- Remove 1 weapon from each class / simplification of gameplay (Grenades and movement skills were a big hurdle to new players).
- "Single" shotties in TFC were upgraded into the equivalent of Super Shotguns in TFC while a "beefier" shotgun was given the scout dubbed the scattergun.
- Added DoD-Style Command Point gameplay.
- Universal nerfing of speeds.
- Removal of all things that could possibly speed you up.
- Only two teams possible instead of four now, gives less flexibility to mappers.
- A what (seems?) to be a less flexible map system than TFC in terms of entities and whatnot. FF's LUA implementation in maps would've been a great asset to TF2. Reason TFC lived for a looooooooooooooong time was thanks to the flexible map system - all sorts of crazy maps were out there.
Cosmetic changes :
- Voices / characterization of classes (This is probably the most awesome thing period. I still can't get tired of hearing the pyro's medic call. Mooooh!).
- Graphical Upgrade.
TL;DR version :
Breakdown of TF2 changes.