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  #71  
Old 09-28-2007, 06:02 PM
Corpsebean Corpsebean is offline
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Default Re: Orange box & Team Fortress two beta thread

I just got this setup last night, and holy crap it's fun. Only complaint is that some of the maps are too small.
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  #72  
Old 09-28-2007, 07:52 PM
toss toss is offline
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Default Re: Orange box & Team Fortress two beta thread

I think the best way to counter a spy as an engineer is to shoot anyone that looks at your equipment funny. Sappers can get way annoying.

I really think the pyro should have 200hp or more. I've also heard other solutions like: left click - dbl dmg and right click dbl range. Maybe even both at the same time, but drains your ammo 4 times as fast.

Like the other poster said, spies can rip apart pubs. Against an actual team it's a lot harder.

I'm having a hard time using the soldier. I can't seem to get the rocket combo the pros use. (They launch you into the air and get you on the way down)

Snipers don't seem like the best choice for most maps. It would be sick if they had awps instead like in CS. But then they would just be overpowered.
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  #73  
Old 09-28-2007, 09:38 PM
geormiet geormiet is offline
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Join Date: Jul 2004
Location: San Francisco
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Default Re: Orange box & Team Fortress two beta thread

Is anyone able to succesfully create a server? I can't do it, but I think it would be fun to just have people I know play (who also aren't very good)
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  #74  
Old 09-30-2007, 02:08 PM
Autocratic Autocratic is offline
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Join Date: Jan 2005
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Default Re: Orange box & Team Fortress two beta thread

[ QUOTE ]
Who is still playing?

Spy is overpowered for pubs. Ridic that they can sabotage unlimited sents.

Also annoyed that theyve only released the maps that they have. Need more ctf not all this control point garbage.

[/ QUOTE ]

Spies being able to disable sentries is the replacement for grenades, which used to make taking an gun down a piece of cake for any class as long as an enemy wasn't nearby.
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  #75  
Old 10-01-2007, 11:44 AM
evil twin evil twin is offline
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Default Re: Orange box & Team Fortress two beta thread

I'm still playing, more and more in fact. I loved QWTF and I love this as well. The classes compliment each other perfectly and create for some really awesome battle situations. Sometimes the team can be weak though, with everyone trying to play a spy or sniper without paying attention to what the team needs, but mostly on the servers I have been playing things have worked out well enough.

I did initially think the pyros were far too weak but after a bunch of play I might have to revise that. Obviously you use the shotgun a lot and only bring out the flames in close quarters. Since the pyro is fast he can bring down scouts even, flame and a few shotgun blasts. Where they come into their own is when an engineers point is being assaulted a lot, or when attacking in combination with a medic to clear out a defensive point.

I don't think spys are too powerful on publics, as long as you have a pyro doign his job they are not a big problem. A quick flame reveals them for all to see, just keep that burning near the engineers equipment. Even invisible spys burn. You can hold off the heavier classes at the entrances with a bit of support from the engineer.

I haven't played the demoman since they nerfed his pipe bombs, is that making a bit difference for people? I was finding defense rather easy with them with some liberal grenade spam so I can see why the change came about.
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  #76  
Old 10-01-2007, 11:49 PM
ata ata is offline
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Join Date: Jan 2006
Posts: 651
Default Re: Orange box & Team Fortress two beta thread

hah hilarious. I haven't played TF since back in the day, never really got into TFC for Halflife or anything beyond. I was Attacka in -IC- Iron Curtain and Aftermath if anyone exists from that era.
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  #77  
Old 10-02-2007, 04:41 PM
RiverFenix RiverFenix is offline
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Default Re: Orange box & Team Fortress two beta thread

Ata,
Awesome I remember how sick Iron curtain and aftermath were. Makes me smile thinking about im12, GT, [M], etc...

Autocratic,
Grenades were good for taking out 1, maybe 2 sentries. Spies now have unlimited sentry killing power.

The demoman nerf sucks. Also this map really needs more ctf style maps. Im thinking about attempting to port some Q3F maps as most of them would fit really well size and speed wise.
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  #78  
Old 10-02-2007, 05:30 PM
thesilkworm thesilkworm is offline
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Join Date: May 2006
Location: Scotland/Malta
Posts: 372
Default Re: Orange box & Team Fortress two beta thread

Can't wait til this comes out in Europe on Xbox. I used to play the original TF on the PC, and loved it despite laggy connection.
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  #79  
Old 10-02-2007, 05:30 PM
Autocratic Autocratic is offline
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Default Re: Orange box & Team Fortress two beta thread

[ QUOTE ]


Autocratic,
Grenades were good for taking out 1, maybe 2 sentries. Spies now have unlimited sentry killing power.



[/ QUOTE ]

True, but spies are also a single class - now most other classes have to dodge sentries while their spy friend takes action.
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  #80  
Old 10-03-2007, 12:02 PM
Artsemis Artsemis is offline
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Join Date: Jul 2005
Location: West Virginia
Posts: 1,468
Default Re: Orange box & Team Fortress two beta thread

[ QUOTE ]
[ QUOTE ]


Autocratic,
Grenades were good for taking out 1, maybe 2 sentries. Spies now have unlimited sentry killing power.



[/ QUOTE ]

True, but spies are also a single class - now most other classes have to dodge sentries while their spy friend takes action.

[/ QUOTE ]

Spies also die very quick and all you need is a pyro to hang out with your engineer's to spray flames around. When I'm on a team with 3-4 engineer's I've been going pyro and doing just that, works great. And as a spy, pyro's annoy the [censored] out of me.
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