Morning Discussion
Random Shackthread of the day: Crazy Multiplayer Experiences
-
my week better be productive, TF2 killed my last week
-
-
-
http://steamcommunity.com/profiles/76561197968299818/stats/TF2
9.2 hours as an engineer in one week. Makes me wonder how many hours I wasted on the original TF.
-
-
-
-
-
there's a lot of shack interest in a European server: http://www.shacknews.com/laryn.x?id=15176341
-
-
-
-
-
-
-
-
-
-
demoman's nades are way less predictable though, and don't have the range of rockets. a demoman needs to be close to a sentry to get rid of it while a soldier just needs line of sight. demoman really only has one weapon that can be used for combat as well, and if you're up against a scout or even a pyro (someone quick) you'll lose most of the time unless you're really good with the grenades because they just bounce right out of the way if it's not a direct hit.
sticky bombs are super fucking good for protecting cap points though. oh man so many scout parts flying through the air :D
-
-
-
-
I am a shack Pyro, it's all I play other than sniper. Check the stats:
http://steamcommunity.com/id/rydogg1/stats/TF2
I did more damage in the half the time as a sniper. -
-
-
1) I agree, 20 seconds while a point is being contested is ungodly
2) I disagree - I like that it's not Quake-speed. Gives us old fogies a fightin' chance.
3) I'm not sure. I've only played an hour or so of pyro. If you get a congested area you will get several kill assists and maybe a kill or two. It's more of an assist class. You're not going to dominate with pyro. You can't run at guys. You have to ambush, or rush into a clusterfuck situation and just douse everyone with fire (knowing full well you'll die as well). I got maybe 10 kill assists, all after I died. Sure it doesn't make your score go up, but it helps your team. And fire is fun!
4) I disagree. The scattershot is really not that powerful at anything further than point-blank range. The engineer's shotgun will destroy a scout. So will a well-placed rocket.
5) Not bored yet (only have ~ 20 hours in though)
6) I love this choice. Cuts way down on the spam, and forces players to focus on their class-specific weapons and talents rather than tossing 'nades.-
Something about Scout Scattergun is fucked up. I was playing vs. Andrew_, scout vs scout. We traded kills back and forth with the shotty, once however, I caught him looking, I stuck that shotty right on him. I mean, I pushed it into him. Fired, and he didn't die.
WTF, I often get oneshotted as a SOLDIER from a scout, but I just unloaded on his and he didn't die. Then we ran circles shooting, I even grabbed a health kit, and he still got the kill... It's fights like that I miss the quake honk and/or RPG damage numbers floating above my target. -
-
-
1] Force timers suck. Would be cooler to enable disabling serverside (enable disabling... right).
2] Disagree. It feels perfect. Style and speed work best this way. Imho.
3] Agreed
4] I usually rape them, but that is not an indication of any kind
5] Disagree, allthough 6 more would be rad
6] No concussion sucks, but i love the lack of normal grenade spams -
-
1) Agreed. I think it would be just barely tolerable at 15 seconds.
2) I've probably played as much TF2 as I have QWTF and TFC at this point... and I like it better. I'm just not good at fast-paced tactical games I guess, I need time to think and plan. Fast enough for me anyway.
3) Yeah, maybe I haven't seen any good ones, but I am having NO LUCK with the Pyro. It feels like the flame doesn't go as far as the graphic indicates. I would be happy with only a range increase.
4) I haven't been dominated too much by Scouts yet, but they're tough alright. I'm most comfortable dealing with Scouts when I'm a Soldier, Engineer, or Heavy.
5) I like them all, but I've been playing a ridiculous amount of 2fort. :)
6) Meh. I haven't missed them, like I would in other games. -
1) I don't mind it, but 20 sec is too long.
2) Better that TFC, slower that QWTF. I'm not having an issue here.
2) needs about 10ft added to his flame range, thats it.
4) brutal
5) no comment
6) I'm not feeling this. The only time I think I wish I needed some grenades is when I'm a pyro or medic and there is a sentry I can't get past. BUT thats when I get my TEAM to come take it out. I think it is the perfect choice to instill more teamplay, and less rambos. -
Respawn timers seem to be necessary for the offense to be able to make progress. Whether they should be as long as they currently are sometimes... I dunno. It's not too bad, it's kinda good for dying to have a tiny little sting to it.
If they decreased the respawn timers they'd certainly need to increase the round timelimit.
-
I've logged a decent amount of time as a pyro so I'll comment on it a little... I don't know if it's too weak but it's definitely incapable of dominating like other classes can. soldiers, demomen, heavies and even spies can decimate a team if you are skilled enough, and likewise an engineer who knows his stuff can rack up sentry kills like there's no tomorrow. scouts likewise are monsters at capping and stealing the intel, and medics have a very rigid role as well.
and then there's the pyro. he doesn't really have a definite role. he can't rush in and own bitches because of his limited range, and he's fast enough but he's not exactly going to get to a cap point in half a second and he lacks the extra mobility a scout has with the double jump.
I will say one thing though, the flames are powerful. I think a lot of people when they play as a pyro are worried about wasting ammo because traditionally when you have a flamethrower it eats ammo, but the TF2 one is actually pretty conservative. The main thing is of course you need to get people in range... now pyro has good speed. he can outrun a soldier and heavy any day of the week and if you catch one of them while they're not watching (especially heavies) you can take them down in seconds. the flamethrower, at close range, can take down a fully healed heavy in like two seconds, making it the second fastest way to kill someone after a backstab.
people have said extend the range of the flames but I have a feeling if that happened the pyro would be unstoppable. if you can light someone up and then keep them in your flame while they run around in a panic, you are going to take a huge chunk of their health and the afterburn will probably kill them. now if you extend the range even a couple feet the pyro becomes a monster.
pyro is also at home in some maps more than others. I did really well with one on 2fort (even though my team struggled the entire time, but that was mostly due to having only one engineer and no scouts) because there are tons of tight corners to ambush people with. he's not so great if the map is wide open, but in close combat there's no other class I'd rather be. he was also amazing for toasting the fuck out of snipers. the other team had two snipers on the battlements almost the entire match, so I'd just run under the covered bridge, up the stairs (which thankfully weren't guarded by an engineer) and toast them. less than a second in the flames and they were down.
that also said, there's a lot of stuff that's somewhat obvious with the pyro. fire is your best friend. aside from a cloaked or disguised spy, a pyro probably incites the most fear because people freak the fuck out when they're on fire. they run for cover, they get pissed and attack, or they flee to find a medic/dispenser. the chaos caused by lighting two or three guys on fire is crazy and if your team is behind you you'll get assists on every person you lit up because a rocket or couple shots from the minigun will clear them all out.
as also said, pyro is the ultimate spy checker. cloaks and disguises are useless when you're on fire.
so essentially, yeah, you're not going to dominate with a pyro, but your role is to cause as much havoc as possible and knock down the other team's health and generally just annoy the fuck out of them.-
I think the effect when you are actually on fire needs to be more obvious. I think it would cause a lot more disruption if it blocked your view or made black smoke billow everywhere or reduced your accuracy.
Also to give them more of a role, I think fire damage to sentries should be increased so if they are just round the corner you can pop round set them on fire and retreat. Maybe let them clear demo charges but burning them or something.
-
-
-
Yeah, I got next to nothing done last week because of that damn game. Not because I was playing while I should have been working, but because I had been up the night before until 3 a.m. playing. Unfortunately I still have that incredible urge to play it constantly AND this week Halo 3 comes out. Bastards.
-
Do you guys really see gaming time as wasted? I spent almost every evening of the past week playing TF2 and I have no regrets.
I go to work each day and I'm productive there, so I feel perfectly entitled to do what I like with my evenings. So there's no possible way I can 'waste' them. Doing something 'constructive' is just a bonus. (And I'm not claiming that games can't be constructive/worthwhile).-
No way I <3 my gaming time, but I lead a very busy schedule and so I really shouldn't have played TF2 for more than an hour or two in the evening, but I liked it so much I would stay up way too late. This lead to tiredness the next day which lead to lack of productivity. Oh well I'll probably do it again tonight cause I'm retarded.
-
-