Can someone explain competitive TF2 to me? Seems like it's just designed to sap all the fun out of the game. Pubs can be infuriating at times, but I love the randomness of this game and super regimented competitive play in a TF2 context just seems like the height of carelordery to me (no offense)
it might seem that way but after playing in a competitive environment for a little while you'll go back to pub and realise just how frustrating it can be. it makes you appreciate the value of reading a situation and effective teamwork a lot more
I know the post meant no disrepect, but it made me angry and I don't even play comp. I can't recall the last time a post on 5/8 made me angry.
I don't play TF2 professionally, but I do play fighting games competitively on occasion, and dear god is it a lot more fun than playing online against jackasses who spaz the fuck out. Even though playing in person against a more seasoned player will almost always result in my ass being handed to me, it's a lot more fun. You learn a lot very fast and it's a community event with a bunch of people who love the game to death, so even though it's intensely competitive, at the end of the day it's a big gathering of people who have some stuff in common.
See, I understand the general appeal of competitive gaming. I just feel like in the case of TF2 in particular it has always struck me as odd that it puts so many restrictions on classes, weapons, maps, etc. If it was a bunch of people who love the game to death you would think they wouldn't be trying to hard to ignore so much of the game or force it into such a regimented structure. I realize I'm kind of speaking from a place of ignorance on this so I'm not trying to knock it, just to understand.
I too am confused as to why so many competitive players shun some of the classes. I've never gotten a straight answer. Really, it just appears that they're only willing to learn the game to a certain extent and aren't ready to deal with a good deal of challenges. 6v6 matches are intense as hell and great fun to watch but I'd much rather see serious mixing up of all classes. 9v9 highlander style, or 12v12 or 16v16 with no class banned but simply restricted to a certain amount are far more interesting. In competitive fighting game play, the only things banned are console-specific (and in some cases DLC) characters. If you're going to play the game competitively you've got to be ready to deal with any choice your opponent may make. I'm a big fan of learning the unpopular and off-beat characters, because you gain a natural advantage against the super serious snobs who follow tier lists and shit. Fuck those. Select the characters you feel most naturally comfortable with and study your matchups.
competetive tf2 is the way it is because it's been going since the game came out, and most of the new weapons don't fit in with the gameplay style that's been crafted over the years. the three main classes are the most well-suited for a wide variety of gameplay (attacking, defending, area control, high damage, getting kills) and are well-balanced to function together. the other classes are much more of a one-hit wonder and have major, simple weaknesses that can be easily exploited by a skilled player on the enemy team. the other classes are played occasionally in 6v6 (heavy or engineer while defending last or on cp_gravelpit, spy when there's a deadlock, pyro when defending last on cp_badlands, sniper on maps that suit it like koth_viaduct or cp_badlands again) but if you try to include them in your regular roster then you're going to get stomped by a team playing standard classes, because that combination has so much more potential for high damage and fast movement than anything else. the reason why it's played 6v6 and not with any more people is threefold; 1) because have you ever tried to get more than 12 wishy-washy gamers together at the same time? nightmare, 2) larger amounts of players lead to spam and basic area control being more important than other skills with a higher ceiling like aim and movement, and 3) because the best maps are suited to teams of that size. 8v8 did actually used to be played for a while (2 medics and 2 demomen) but it was abandoned for those reasons.
That all makes sense but I'd still contest that it's mostly elitism, laziness and fear - to put it bluntly - that keeps a lot of the competitive players from trying new styles of play. The 6v6 standard lineup is fine, but are other types of play really considered garbage and almost non-existent in the competitive scene? This is a fine example of how even though a game is designed by a specific group of people, it's ultimately the players who decide how it is played.
You'd end up with rock paper scissors scenarios if there were other standard teams. It would either lead to people changing class every minute, or simple team build auto losses. Everything is fair right now. As for the weapons, similar to what zorbo said about the classes having an easily exploitable weakness. The weapons with the least exploitable weakness would become standard.
ok so just use vanilla weapons. that's not a big issue since the vanilla weapons are all very functional and probably still the most balanced. weapon restrictions aren't a big gripe with me. but what's the trouble with mix up situations? an able player will adapt. through experience, learn how to play as and against different setups. this makes the competition more interesting. restrictions like no class-switching and - like i mentioned earlier - limiting how many of a class can be used per team would be totally reasonable, but at least allow teams and players some freedom to develop unique play styles (yes i know players can develop their own styles right now, but it's absurdly restricting and a fraction of what it could be).
I would love to see that, but you'd end up with teams metagaming each other and just trying to guess which setup the other team would run. Worst case scenario: Team A has a build designed to exploit weakness in Team Bs setup and has an advantage throughout the whole game. Assuming equal skill and no mistakes from either side, Team A takes the win. The only things I can think of to counter this disadvantage are mechanics, reliance on mistakes, better teamwork/communication. At a high level mechanics of players are all about the same(with a few exceptions of course). Mistakes and teamwork are kind of linked together for me and would be the deciding factor. The main reason why I think none of this will happen? There isn't a setup that can counter/is better than the standard 2 scout 2 soldier 1 demo 1 med, that can work within the current class limits. (Waiting for Zorbo to come and give a more in depth and intimate idea)
It seems you could easily adjust that by still limiting how many of each class may be in game at one time, but allow each player two classes they may switch between. Among other things. Like I said, restrictions are fine to control extreme balance issues, but there should be more doors - or match styles with different doors - left open than their are now. The game offers so many options that could be controlled in different ways to create so many situations other than the stock 6v6 lineup. It really seems like a large chunk of the competitive community is simply not interested in exploring those options because it would take them out of their comfort zone.
hey so yesterday after playing TF2 for like 4 hours I realized that I play it way too fucking much and decided to uninstall it or else I'd just keep playing it all the time. This is the first time I've ever had to deprive myself of something in the interest of my own sanity.
YES i've tried to use hammer a few different times since portal 2 came out but just couldn't figure it out
If anyone has a Direct Hit and/or Liberty Launcher they're willing to gift or trade, contact me please.
I just bought a Direct Hit since they're only 50c. Deadbolt was a sexy person and gifted me a Liberty Launcher. Oh man this thing is broken as hell. Now I can actually play Soldier lol. Awesome.
So all I got out of my first pile of ash was a fucking charred crate or whatever it's called. Now I need a key that fits. :suicide:
Is dying frustrating in TF2? Brother and me want to start playing but he doesn't like losing and dying. Or do you rez right away
most of the time it's not really frustrating - the game has 30 second respawn cycles that exist so people respawn in groups and there are "waves" of people coming out of spawn, so the longest time you'll ever have to wait for a respawn is about 20 seconds - most of the time it's less than ten of course there are servers with this off and just instant respawning but they are a pain to play on
My brother and I both haven't played before. I am a decent FPSer, he is a bit rusty. If we play together would we consistently be getting fucked?
So this launched today: http://www.teamfortress.com/mvm/ Fucking impossible to connect to a server right now. They are so flooded.
just got kinda drnku and played 2fort for 3 hours with nothin but ullapool. was 162-169 by the end and mvp 2pro
I hope the new Scream Fortress is a step up from last year. I don't remember much about it but I remember it was pretty lame. The Horseless Headless Horsemen was obviously the best Scream Fortress ever.
my entire existence is morphing into jj abrams http://www.polygon.com/2013/2/6/3960520/jj-abrams-valve-half-life-portal-movies