(no subject)
Friday, 14 August 2009 03:28So I was looking through todays TF2 announcements and they've added some good things. I like how they're trying to fix the sandman (no longer stuns ubers,you can double jump but suffer from -30HP, Stunned players take 75% damage instead of 50%) but one thing just threatens to break it all:
*Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
WTF VALVE!?
*Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
WTF VALVE!?
no subject
2009-08-14 02:04 (UTC)Personally, I'd worry more about "Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists." True, beating the sapper off one end now beats it off the other, but this actually ends up buffing the tele big time; the engie no longer has to retreat from his entrenched, self-made fortress to run back and re-establish his entrance.
Still, I'm looking forward to seeing how these work in action.
no subject
2009-08-14 03:11 (UTC)And ctf maps don't stalemate much, CP maps do by a wider margin.
Frankly, I'd wish they'd fix who Hoodoo and Egypt are so biased to the RED team.
And I think the teleporter fix is a good thing, sure the engy CAN remove it now but that leaves his sentry unattended. And besides, it's much better to take the teleporter in disguise and warp straight into the engies nest.
But really, I'm fucking tired of running all the way back to the base in the final cap of goldrush because a spy is camping our spawn.
no subject
2009-08-14 03:26 (UTC)Except it there is no crit bonus on cap maps. I just played a ctf map, the crit bonus does very little either way. You only get it upon getting the intel to your base.
And ctf maps don't stalemate much, CP maps do by a wider margin.
Um... No. CTF maps, especially 2Fort, almost always end in a stalemate. CP maps take forever, but they generally end eventually.
Frankly, I'd wish they'd fix who Hoodoo and Egypt are so biased to the RED team.
Hoodoo is only biased towards the red team when the blu team is too stupid to figure out how to use ubers. Egypt... I don't even know where to begin on that sorry mess. Easily the buggiest map I've ever played--even counting Balloon Race. Players have a tendancy to spawn outside the current map boundries. -_-
But really, I'm fucking tired of running all the way back to the base in the final cap of goldrush because a spy is camping our spawn.
That's what pyros are for.
no subject
2009-08-14 04:37 (UTC)Except it there is no crit bonus on cap maps. I just played a ctf map, the crit bonus does very little either way. You only get it upon getting the intel to your base.
What I meant was "cap"turing the intelligence. I am aware that CP maps do not have this.
Um... No. CTF maps, especially 2Fort, almost always end in a stalemate. CP maps take forever, but they generally end eventually.
Hoodoo is only biased towards the red team when the blu team is too stupid to figure out how to use ubers.
umm No.
That's what pyros are for.
have you seen the spawn point on the final cap for gold rush? It has three different exits. A CnD spy can easily evade a pyro there and return.
So three people go pyro? Okay, now you have three people not contributing to the attack and you still have to go back and put up a teleporter for that extremely long walk on goldrush.
no subject
2009-08-14 13:03 (UTC)I do believe those numbers include results AFTER sudden death. CP maps are naturally bigger than CTF and their sudden deaths go poorly (not that CTF sudden deaths are much better).
have you seen the spawn point on the final cap for gold rush? It has three different exits. A CnD spy can easily evade a pyro there and return.
You don't need to hover over every exit, just your tele entrance.
no subject
2009-08-14 14:01 (UTC)And most servers have sudden death disabled anyway. :P
no subject
2009-08-14 14:54 (UTC)Solution: Don't move on. Problem solved. Besides, if you set your tele up right, it'll be right outside the spawn doors. Not to mention that if they're cloak and daggered, they can't run very far before their cloak time is used up.
And most servers have sudden death disabled anyway.
Do you have the numbers to back this up?
no subject
2009-08-15 05:58 (UTC)Solution: Don't move on. Problem solved. Besides, if you set your tele up right, it'll be right outside the spawn doors. Not to mention that if they're cloak and daggered, they can't run very far before their cloak time is used up.
I have to move on...you know to look after my sentry.
And of course it's right outside the spawn doors, you can't build in the spawn room :P It's perfectly accesible by any enemy spy.
And while CnD does run out quickly, their is plenty of places to hide in that area.
no subject
2009-08-15 07:16 (UTC)I'm talking about the friendly pyro, not the engie.