fixed.kylef wrote:
om nom nom!
Spoiler (highlight to read):
Rewatch the Meet the Sandvich video and look where it usually says "Copyright LOLOLOL".
Last edited by Havok (2008-08-19 15:10:03)
fixed.kylef wrote:
om nom nom!
Last edited by Havok (2008-08-19 15:10:03)
Last edited by Spidery_Yoda (2008-08-19 17:28:47)
Last edited by Uzique (2008-08-19 18:01:36)
You raise a very fair point. I doubt they will change the release strategy though I assume it would take longer for them to release an update which would have people getting impatient and stuff. I think they should of just released all the class updates in one go. That way I wouldn't have the huge pain of waiting to see more new stuff come out.Uzique wrote:
Honestly the update disappointed me.
Arena could have been great, but instead it seems like a clone-version of the Call of Duty 4 / Counter-Strike gameplay that we're all familiar with; one life, no respawns and a central objective that must be taken through team coordination. The fact that Arena doesn't accommodate for any more than 18 players is also a HUGE flaw- who decided it would be a 'fun' gameplay element to make 5-10 people wait and force-Spectate just because they lost? This completely obliterated my faith in Arena... I cannot see it taking off as a competitive gametype over the already-established Control Point scene, although I must admit the new maps did make a nice change of environment and setting. The new pl_ map is a disgustingly-designed map though! So many side-corridors and small rooms that lead ultimately to nowhere and serve no purpose... most of them don't even house a health/ammo pack! Too much open space and far too much non-conducive content. The beauty of most of TF2's maps is their simplicity and symmetry... this map is a trainwreck, literally.
Everytime a new class update is released I become more and more dissatisfied with Valves distribution strategy. This whole 'One class at a time with monthly intervals' model simply does not work- the servers become spammed with 'x' class and consequently they always lack class 'y' and class 'z'. The new weapons (which may I add are a joke, stat-padding achievements in 5 minutes to get all unlocks and thus gain an advantage has no merit) just add imbalance and ruin the beautiful class-synergy that Team Fortress 2 had. The Medic unlocks revitalised the class and added extra functionality... the Pyro unlocks buffed a muchly-underpowered class... but now the Heavy unlocks (and I fear all unlocks hereafter) will just add a temporary sense of 'unfairness' to the game. Plus the fact that Valve have gone against their promise of "no movement-affecting elements" has really pissed me off; it makes one class semi-redundant and devalued until they get their own update in several months time.
I (and I predict most of the competitive community also) plan to just continue playing normal CP gameplay and continue on as if these updates aren't coming out anymore. The hype of the 'Meet The...' movies dies off fast- as does the excitement for new unlocks and achievements. I have an Xbox360 next to me if silly arbitrary achievements are what I want!
Wow i've been that for months! And yet noone listens? Come on people you knew I was right!Uzique wrote:
Everytime a new class update is released I become more and more dissatisfied with Valves distribution strategy. This whole 'One class at a time with monthly intervals' model simply does not work- the servers become spammed with 'x' class and consequently they always lack class 'y' and class 'z'. The new weapons (which may I add are a joke, stat-padding achievements in 5 minutes to get all unlocks and thus gain an advantage has no merit)!
That's why no one listened... they had a clear use and need. Now they're just rolling out the rest of the classes that have no real 'use' for extra weapons (for the time being I mean, whilst other classes have nothing).Myself wrote:
The Medic unlocks revitalised the class and added extra functionality... the Pyro unlocks buffed a muchly-underpowered class... but now the Heavy unlocks (and I fear all unlocks hereafter) will just add a temporary sense of 'unfairness' to the game.
Wrong. Pyro was given a much needed boost against long range targets with the flaregun. And the backburner(Admittedly overpowered at first) Revitalized ambush tactics with the Pyro.Uzique wrote:
That's why no one listened... they had a clear use and need. Now they're just rolling out the rest of the classes that have no real 'use' for extra weapons (for the time being I mean, whilst other classes have nothing).Myself wrote:
The Medic unlocks revitalised the class and added extra functionality... the Pyro unlocks buffed a muchly-underpowered class... but now the Heavy unlocks (and I fear all unlocks hereafter) will just add a temporary sense of 'unfairness' to the game.
Well if two classes get them then all nine classes need them. While it will make one class over-played for a short while, it's better than the alternative of waiting months for all of the new content to be released simultaneously and by then not enough people would play the game for making such a vast amount of new content to be economical.Uzique wrote:
That's why no one listened... they had a clear use and need. Now they're just rolling out the rest of the classes that have no real 'use' for extra weapons (for the time being I mean, whilst other classes have nothing).Myself wrote:
The Medic unlocks revitalised the class and added extra functionality... the Pyro unlocks buffed a muchly-underpowered class... but now the Heavy unlocks (and I fear all unlocks hereafter) will just add a temporary sense of 'unfairness' to the game.
I've used it, it's surprisingly not unfair but Like Swinub said (I think) Its only good against scouts and if you catch a pyro at a distanceAcreta wrote:
So has anybody seen Natasha yet? Is it BS against fast classes?