Jon R. wrote:I've actually been playing this recently, and i have no idea what the hell you're talking about.
I've been in over 100 competitive scrims and over 30 league matches in TF2 before I quit. I've watched dozens of demos of the top TF2 teams, observing their strategies and class selections. I think I might know a bit more about the game than you do.
Actually, my first impression and complaint was that the pace is faster than what i'm used to with TF. Most of the design decisions reflect that.
My first impression was why does the TF2 Scout move slower than the TFC Engineer. When I first played TF2, I thought that the game would be able to retain some depth even without grenades. Boy was I wrong.
If by "depth" you mean "spam", yeah no more nailgrens and MIRVs everywhere. Most grenades were either extremely annoying or to make up for a deficiency that no longer exists in TF2.
Grenade spam doesn't exist in CTF maps or in competitive play. The only time grenade spam really exists is in pub scrub maps like Dustbowl, but even then players do not spawn with grenades. There is only 1 grenade pack in each course and it takes 15 seconds after it is picked up to respawn. When the gates unlock, you're going to have some spam for the first 20 seconds, but then the instant player respawn is easily going to outdo the 15 second grenade spawn. Once the offensive team secures the grenade pack, you can kiss nade spam goodbye.
Hallucinogen grenades in particular brought things to a dead stop and would be a nightmare,
Yet they didn't slow you down at all. All they did was give you minor DoT and have you see fake projectiles.
and the damage-oriented ones were used as a cheap way to temporarily shut down an area.
And I suppose fireballs in the Street Fighter games were used as a "cheap" way to temporarily shut down the horizontal area of the playing field.
Concjumping was retarded. Concjumping was broken.
The only thing that's broken in TFC are teleporters which Valve added in 2003. You could build them through walls, in resupply rooms, and take the flag through the teleporter. The competitive community agreed that they were broken by a landslide and had them banned. Valve still hasn't fixed them to this date.
I've played TFC competitively for nearly 4 years. I honestly don't think that Concjumping was broken at all. I believe it only added depth to the game and made it one of the most unique FPS games in history. But don't take my word for it:
http://forums.thecatacombs.net/The above forum is the main competitive forum for TFC. Some of the best TFC players in the world post there. Try asking them if Concjumping broke the game. They're the real experts.
Rocketjumps are still there, as are pipejumps, and both are even more viable with the medic's ranged healing.
Yet Rocketjumps and Sticky-bomb jumps are piss easy to learn and master. Grenade and Conc jumps however took loads of practice to get your timing just right. A second off and you just waisted a valuable jump that may determine whether or not you get the flag.
The ancillary weapons were holdovers from Quake, and saw most of their use when you were out of ammo for the one weapon that wasn't crap for your class.
I can agree that the Pyro's flame weapons and the Engineer's railgun were useless. Unlike TF2 however, the Fortress Forever mod rebalanced them so they would actually be useful, rather than go the lazy Valve route and outright delete them.
The surprising difference for me in TF2 is how useful all of the weapons are: a scout has a fair shot at killing a heavy in TF2, whereas in TF you had to hope the heavy sucked as you spent 15 seconds plinking away with the nailgun.
Oh right, you whined about that too, a scout being able to kill a heavy. Why it just breaks heavies completely... except they're magnets for medics.
In TF2, the Scout utterly destroys everything but Heavies and Sentry guns. As such, they are his main counters and are indeed very hard counters. I'm all for a highly skilled Scout taking down a really crappy Heavy though. I'm not however for a crappy Scout being able to utterly disable an invincible and skilled Heavy with some imba weapon that the player unlocked after grinding for achievements. The new Sandman bat is going to utterly destroy the Heavy as he's too slow to dodge projectiles. He doesn't get enough usage in competitive play as it is.
You say this as though TFC weren't a sloppy bastardization of QWTF.
Valve's version at launch? A sloppy bastardization for a sequel indeed. But the competitive fan community evolved TFC into something well beyond Valve's original intentions of it being a quick cash in.
Now i know you haven't played QWTF. Those class-specific grenades you miss? Yeah, guess what those were used for? And as was the case back then, spawncamping is primarily a mapping error.
I'll admit that I've barely played much of QWTF because at the time I started getting into the TF series, the competitive QWTF scene was dying and the fan mod community was almost nonexistent while the competitive TFC scene was booming and the fan community was constantly churning out new gametypes and maps.
In TFC however, spawn camping as a dominant strategy was non-existant. If a Demoman attempted to camp the spawn door with grellow pipes, he would get a well timed grenade to the face. Even if you did die, you would instantly respawn to kick his ass. In TF2 however, you can't do shit as the doors open slower and he will detonate them before you can even see him. Waiting 20 seconds after getting spawn camped sure is fun. At least in TFC your corpse wouldn't resupply him with more ammo. Contrary to what you said, grenades actually helped prevent spawn camping.
What?
The lack of grenades were a huge boost to turtling Engineers and Heavies. Grenades were the main counter to sentry guns and now in TF2's CTF maps we have teams that consist of half Engineers. Offensive players could no longer grenade jump to much needed places and the removal of advanced movement techniques made outrunning the defense impossible for even the most skilled of players.
In TFC, your average 20 minute long competitive CTF match would have scores of 5:10 flag caps. In TF2 however, your average 20 minute long competitive CTF match would have scores of 1:2 flag caps. Flag capping is ridiculously hard in TF2 and turtling is ridiculously easy. In TFC, good attackers are rewarded and bad attackers are punished. Just as bad defenders are punished and good defenders are rewarded. In TF2 however, good attackers are punished while crappy defenders are rewarded. There's a reason why most TF2 leagues don't bother with CTF matches: THEY SUCK.
Armor was another useless holdover from the Quake days. Fundamentally, it was simply a finite damage reduction modifier. In other words, a certain amount of shots on another player didn't do full damage, and how much armor the other person had was not constant.
Wrong again. TFC had 3 different types of Armor:
Light Armor: absorbs 30% damage. If you sustain 10 points of damage, you will lose 7 health points and 3 armor points.
Medium Armor: absorbs 60% damage. If you sustain 10 points of damage, you will lose 4 health points and 6 armor points.
Heavy Armor: absorbs 80% damage. If you sustain 10 points of damage, you will lose 2 health points and 8 armor points.
Not constant my ass. The multiple armor types forced teams to actually strategize as to who would take which type of armor as they were limited. The removal of armor was a loss of depth in my book.
And yet you bitch about crits.
You might not be able to see the health and armor of your enemy, but you at least know what your own health and armor is. With crits however, you have no idea whether you or your enemy are going to shoot out a rocket of instant death as you can't see if your going to crit or not.
The shock of such wild logic must be tremendous for someone like you who inexplicably laments the loss of "advanced movement techniques".
Perhaps you took the word "magic" the wrong way. This doesn't have to do with realism. It has to do with how it makes turtling even worse. In TFC, if a lone Soldier is defending the flag and he needs ammo, he actually has to leave his defensive post and go to the resupply room as the main offensive classes (Medic, Scout, and Spy) that he kills don't carry his much needed rockets, but shells and nails instead. In TF2 however, if a Soldier kills a Scout, then he can just pick up his baseball bat and use it to restore his rocket ammo without needing to leave his defensive post. Yes. Even minor stuff like this has a huge impact on CTF play.
Probably because stocking up no longer means taking on a bunch of ammo for weapons you don't have, and because with the change to universal ammo you can replenish your stock from that of anyone you've killed.
And unless TFC was far more retarded than i remember, the only reason to drop ammo was
A) to drop ammotypes your class doesn't use, giving enemies a lower probability of being able to refill their own if they kill you
B) to lessen the damage caused by EMP grens, which no longer exist
C) to give to engineers, who can get materials from their own dispensers in TF2
A) A loss of tactical depth.
B) A shame since they had a load of depth.
C) Engineers could get materials from their own dispensers in TFC too.
You're forgetting the main importance of throwable ammo: EMP ammo traps. The defensive Engineer has to tactically place ammo packs in key locations so his EMP grenades would cause them to explode, damaging any incoming intruder that may have accidently picked up one of the packs or stepped too close them. This simple feature added another layer of depth to the defensive side of the game which is unfortunately missing in TF2 as the Engineer is reduced to whacking his toys all day.
What? Who fuckin' cares?
Anyone who wants to take CTF play seriously. That's who. I can't count the number of times in TF2 where simply being able to toss the intel a few feet forward would have determined whether we capped it or not. There really is no point in trying to sacrifice your life to sentry guns to move the intel as you'll just get pushed around and end up dropping the intel in an even worse spot.
I'll give an example of its importance via TFC's ctf_well:

The above picture shows the blue flag in ctf_well being defended by a sentry gun. Next to the flag is a switch that opens the grating in the window. In most cases, the flag runner isn't going to have the time to try to destroy the sentry gun with his grenades and nails as he's going to have the other defenders on his ass. The switch for the grating is too slow to lower the grates in time for an escape. The only option is for the flag runner to grab the flag and throw it through the grating and onto the ground while he sacrifices his life to the sentry gun:

Not only is the flag now out of the sentry nest, but it's now on lower ground so the other incoming flag runners won't be vulernable due to not having to take those slow elevators back up to the flag room.
Being able to throw flags encourage map developers to come up with clever ways for the runners to move the flag around the map and encourage teamwork. There's even custom flag throwing maps in TFC to practice flag throwing plays. You can't do this with TF2.
"Ok. Let's make the flag really hard to get to, but we'll add a small window that the flag can be tossed through so that if the runner can hold onto for just a few seconds, the flag will be in the clear. We'll help the defense with tighter corridors but give the runners more paths to the window."
Surprisingly, i haven't found this to be a huge problem, and i'm really sensitive to mechanics like this.
Maybe crits were screwy before i started playing, but now they tend to kick in when you're already on a roll. On offense. For which you were just bitching about there being no incentive.
It doesn't matter whether you're on offense or defense. Your crit chance improves simply by doing damage. An engineer spews out 195 damage crit wrench attacks. That's killing 7 of the 9 classes in 1 hit all because his aimbot sentry gun racked up a few kills.
"Oh great, that sentry gun just took out 2 guys. That Engineer is going to be shitting out instant death left and right. Screw grabbing the flag. I'm going home."
Damage ranges i haven't noticed any appreciable effects for; with or without them, you're going to end up with a target lucking out with like 5hp or something after they kill you. Opportunities for damage happen so fast that there's no real envelope between them that would make or break it.
The damage the Demoman's pipes do for a direct hit are 64-132. That's a range of 68 damage and it's completely random.
"Gee. Is this pipe going to scratch me or is it going to kill me?"
Even with the melee attacks. God forbid those should ever break the mold of being completely useless.
You mean like the Pyro's useless Fireaxe? I suppose it's perfectly ok for the Sniper (a long range only class) to be able to deal a shitload of damage at point blank. Name one good deep multiplayer FPS game that has melee attacks that kill you in a few hits. Unless you have some engaging melee system like Jedi Outcast, any good developer doesn't want their shooter to devolve into melee fights.
And here's what it always comes to. Butthurt about not being able to abuse game physics to basically break the design.
They may have broken Valve's design philosophy of
"We must delete anything that we didn't intend even though it isn't broken and added a much needed chunk of depth to the game!"
but I think the physics only helped the game survive as long as it did.
I'll give an example of the advanced movement technique:
Skiing.
Skiing is the technique of constantly jumping down a slope to increase speed. If you press the jump button the moment you land on the slope, then your downhill speed will be increased. It existed in both Starsiege Tribes and the TF2 beta. Here's what Dynamix and Valve did once they realized it existed in their game:
Dynamix (Tribes): "Woah. Check out this engine exploit. We didn't intend players to move this fast. But hey, the competitive community says that it adds a ton of depth to game and our own testers believe this to be true. Let's keep it and make it an official part to our sequel Tribes 2. We'll even add in a tutorial for it in the game's training mode."
vs
Valve (TF2):"What the hell is this engine exploit! Quick! Let's not bother testing it or see what the community thinks of it. It's obviously too hard to pull and actually requires practice! The casual kids are going to hate that! An unintentional glitch must be removed no matter how much depth it adds to the game! Good thing we're still in beta!"
Let's not forget about how they removed the Sniper's quickswitch. A Sniper's huge weakness is that he's vulnerable while scoped and releasing the bolt after firing because he's slowed down. Quickswitching is the technique of going scoped with a sniper rifle and firing a shot, followed by quickswitching to another weapon, moving to a safe area, then switch back to the sniper rifle and release the bolt while being slowed down. This was another glitch that added depth to the game.
In Counter-Strike, Valve originally removed this glitch and the backlash from the competitive community was huge. It was a huge part of CS's competitive play and the loss of depth outraged the fanbase. Not wanting to lose a good chunk of their fanbase, Valve quickly put the glitch back in. With TF2 however, when it was removed there wasn't as large of an outcry as most competitive players had already seen TF2 as a joke and were playing other games. The opposition simply wasn't large enough as TF2 had barely even established a competitive community back then.
If you're whining about TF2 being slow, not having grenades,not encouraging offense... it's because you used to play a scout and need to pout about not being able to completely circumvent a base defense as the weakest class.
Or maybe it's because I actually want the game to do good competitively and not have to rely on updates that make the game balance worse than it already is to stay popular. The game's competitive scene is certainly in jeopardy as even the top TF2 teams are saying to themselves:
"You know what. This game is a freakin' joke and Valve is making it worse with their updates. I'm going back to *insert deeper multiplayer FPS here*."
I must admit though that I am saddened that a pure flag runner was dumbed down to a simple deathmatcher. That's what TF2 is. A team deathmatch game with control points across the map that determine who respawns faster. The goal isn't speed or practicing movement skills. It's killing. Nothing more. Nothing less. What made TFC unique is what TF2 is lacking. It's just another team based shooter but with cartoony graphics.
As for TF2's balance, here's my opinion of the tiers of TFC, TF2, and the fan mod Fortress Forever. They're based on my experience of the games and the notes of the top players. Note that these tiers are based on what classes are chosen in the highest levels of play based on usefulness, not their matchups:
TFC:
S tier:
none
A tier:
none
B tier:
Medic
C tier:
Scout
Soldier
Heavy
Demoman
Engineer
D tier:
Sniper
Spy
F tier:
Pyro
TF2:
S tier: (having more than 1 per team is a bannable offense)
Medic
Demoman
A tier:
Scout
B tier:
Soldier
C tier:
Heavy
Sniper
D tier:
Spy
Engineer
F tier:
Pyro
Fortress Forever:
S tier:
none
A tier:
none
B tier:
none
C tier:
Scout
Medic
Heavy
Demoman
Engineer
Spy
Soldier
Pyro
D tier:
Sniper
F tier:
none
Note how not only did Valve not fix the Pyro for TF2, they made it even worse as the balance is all over the place. Most competitive teams with limits focus on Medics, Demomen, Soldiers and Scouts while leaving the rest behind. A Sniper may be called in if he's really good and the map is large (most of them are close quarters) or a Heavy if the opposing team is running 2 really good Scouts. Spys and Engineers are outdone by other classes in CP maps and the Pyro is just one big joke.
With Fortress Forever however, the balance is nearly spot on. Every class but the Sniper gets near equal use in competitive play. The main reason the Sniper is lower than the others is because the fast speed of Scouts and Medics makes them hard to get a shot at. Fortunately, if he nails a class in the leg with his rifle, their leg becomes crippled for a few seconds and they move incredibly slow, thus allowing him to finish them off with a headshot.
In a way, Fortress Forever is the true sequel to TFC. The game is faster, deeper, and better balanced than any Fortress game in existence. It focuses on TFC's pure CTF play with a few Offense vs Defense and Deathmatch maps included for pubs. For a simple fan-mod community that isn't getting paid, it's quite the accomplishment. Unfortunately, it has a rather small community due to it being a niche game for hardcore FPS fans. That's to be expected of any niche though.