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Friday, 14 August 2009 03:28
burning_phoneix: (MedicTF2)
[personal profile] burning_phoneix
So 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!?

2009-08-14 02:04 (UTC)
- Posted by [identity profile] dmajohnson.livejournal.com
Actually, I think this is good. CTF tends to stalemate early on--especially 2Fort. This gives players a good reason to go on offense, and rewards them for breaking through the enemy lines.

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.

2009-08-14 03:11 (UTC)
ext_1555781: Ridley from Metroid (Default)
- Posted by [identity profile] burning-phoneix.livejournal.com
Imagine everyone of your team received an uber from a Kritzkrieg. That way way over powered. The team that gets the first cap,rapes the opposition with their crits and caps again getting antoher boost and then wins. That's it.

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.

2009-08-14 03:26 (UTC)
- Posted by [identity profile] dmajohnson.livejournal.com
The team that gets the first cap,rapes the opposition with their crits and caps again getting antoher boost and then wins.

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.

2009-08-14 04:37 (UTC)
ext_1555781: Ridley from Metroid (Default)
- Posted by [identity profile] burning-phoneix.livejournal.com

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.

Image

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.

2009-08-14 13:03 (UTC)
- Posted by [identity profile] dmajohnson.livejournal.com
umm No.

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.

2009-08-14 14:01 (UTC)
ext_1555781: Ridley from Metroid (Default)
- Posted by [identity profile] burning-phoneix.livejournal.com
What I meant was you exit the spawn room through one door. From there, you three ways to move on. Therefore a spy could go any which way and evade you, therefore waiting for you to get tired and move on before sapping your pretty little teleporter (final cap of goldrush NEEDS a teleporter to win. No exceptions).

And most servers have sudden death disabled anyway. :P

2009-08-14 14:54 (UTC)
- Posted by [identity profile] dmajohnson.livejournal.com
What I meant was you exit the spawn room through one door. From there, you three ways to move on. Therefore a spy could go any which way and evade you, therefore waiting for you to get tired and move on before sapping your pretty little teleporter

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?

2009-08-15 05:58 (UTC)
ext_1555781: Ridley from Metroid (Default)
- Posted by [identity profile] burning-phoneix.livejournal.com

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.

2009-08-15 07:16 (UTC)
- Posted by [identity profile] dmajohnson.livejournal.com
Solution: Don't move on.

I'm talking about the friendly pyro, not the engie.

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