Team Fortress 2's Class Warfare

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  • CSN NewsBot

    #1

    Team Fortress 2's Class Warfare

    Continuing with their week long look at Valve's titles, IGN has released their personal preview of Team Fortress 2 to the public. This particular preview has a distinct focus on the different classes in the upcoming multi-player title. They break down the weapons each class uses and the type of player that might use each class.



    As for me, I've selected a brief excerpt from the Sniper's description. Why? Because I am a sniper whore.
    The six maps included in TF2 were designed with all nine classes in mind. That means you can expect multiple sniping perches, making the sniper a valuable asset in every match. The Sniper's shot can be charged, so that a single shot (even if it misses the head) can prove lethal. The only trouble is that the fully-charged shot created a laser point visible to the enemy.
    For one, I'm glad they kept the shot charging in the game. However, with the removal of the grenades for every class, the sniper just became that much weaker. Yes, I know there will be plenty of players out there crying that snipers should never get grenades. Get over it. Snipers can make very good use of the grenades when needed for both offensive and defensive play styles.
  • omgomgz

    #2
    I think I'm just going to stop having high expecations for Valve games now. Instead I'll have low expectations, so when they announce that they remove something really fun, like grenades, I won't be that mad.



    What's next? Rocket jumps take away 80 HP?

    Comment

    • peagle

      #3
      I think the grenade decision generates unnecessary dispute given we're not in the position to play test it at the moment.

      Comment

      • DevgruSeal H.E

        #4
        Ok. How is this supposed to work? After playing for even 2 hours, somebody will catch on. I will bold my point.
        You can even be turned invulnerable by the Medic. So if you play your role properly, you can trick a Medic into turning you invulnerable, then drop the disguise and gut everyone. When pulled off, it's a phenomenal sight.



        It should be noted that your disguised Spy will appear, in every way, to be working for the opponent. As a Spy, any shots fired will look like shots from your assumed role. And if you hit a friend, though you won't actually do damage, it will appear to the enemy that you have. You don't have to worry about fooling your real friends, though. To your allies, the Spy looks like his regular self, but with a cardboard cut-out mask of his disguised role. And all the while he continues to smoke his thing cigarette. Brilliant.
        Wouldn't the other team's medic just realize, "Hey, he's not wearing a cardboard mask like OUR spy. Wait a second...Something's not right...."?

        Comment

        • infil87

          #5
          #3: Uuhhm, I think it's because he looks like a player from their own team.

          Comment

          • baconman

            #6
            the spy can disguise as all the enemy classes not just the enemy spy so it will look like just a solider or scout to the medic



            i think...thats how it is in TFC.........if thats even what your talking about

            Comment

            • DaRk-AnGeL

              #7
              Can't say I'm convinced that removing the grenades will solve all the problems. Why didn't they just tone the grenades down... It just doesn't make sense.... oh, and robin walker is an arrogant prick :=)

              Comment

              • K-16

                #8
                I'm actually under the assumption that VALVe designed the Spy to basically be a fake Heavy Weapons Guy in order to be healed and later turned invulnerable. Assuming VALVe figured out a way to make the revolver fire like a minigun without reloading... And assuming players have any ideas on how to walk as slow as a Heavy Weapons Guy... Personally, I plan on being a Medic, so I think I'll put that voice chat into good use and threaten to use the bonesaw if I don't hear from "the person in front of me" within five seconds. Want my med-gun? Then you're going to have to say, "It's me, I need support." Otherwise I'm going to be making precise cuts on you... Better hope friendly-fire is off.



                On an unrelated note, I was really hoping the Demoman would get to sling packs of dynamite... Rats... I guess it was no different than the grenade launcher so it became redundant?

                Comment

                • omgomgz

                  #9
                  Edited by [user="381418"] @ [time="1180046389"]

                  peagle wrote..

                  I think the grenade decision generates unnecessary dispute given we're not in the position to play test it at the moment.
                  Well if you've listened to the reason for removing the grenades, I think it warrants some criticism. They basically removed it because they didn't like grenade spamming and thought it was too confusing for new players.



                  I think flashbang spamming is pretty annoying in Counter-Strike and very confusing to new players, but I don't think the flashbang should be removed.

                  Comment

                  • Zom-B

                    #10
                    Grenades were'nt that good in TFC, in fact they were pretty annoying.

                    Comment

                    • Diamond Dust

                      #11
                      Zom-B wrote..

                      Grenades were'nt that good in TFC, in fact they were pretty annoying.
                      I couldn't agree more, although I think maybe valve could have scrapped the old grenades and added new (more class specific) ones in place (not just the standard frag grenades). Maybe a emp grenade for spy's, they could infiltrate enemy bases and disable turrets with them (no damage to the actual players just disabling electronics) a smoke grenade for the Heavy weapon guy would be cool also, I guess I would like to see grenades that could be used for strategy rather then just spam for kills.

                      Comment

                      • Zom-B

                        #12
                        Diamond Dust wrote..

                        I couldn't agree more, although I think maybe valve could have scrapped the old grenades and added new (more class specific) ones in place (not just the standard frag grenades). Maybe a emp grenade for spy's, they could infiltrate enemy bases and disable turrets with them (no damage to the actual players just disabling electronics) a smoke grenade for the Heavy weapon guy would be cool also, I guess I would like to see grenades that could be used for strategy rather then just spam for kills.
                        Now there's a good idea.

                        Comment

                        • Haklin

                          #13
                          Nothing was funnier than going demo and laying some fat gren spammage outside spawn points....then gibfest 2000 if timed right.

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