No Means Nomad
Banned
On anything bigger than a ten man team classes like spies and snipers are not only incredibly helpful but are next to necessary. Snipers really help control large areas and can push people to take certain paths. The thing is, classes like snipers and spies take a lot more skill than say a Heavy, because of the nature of their play, so it's easy to find a lot of one's that end up being ineffective for their team on low-skill servers.Fall said:TF2 not balanced? Play decent players and you'll see that:
1. All good players play Soldier, Demo, or Scout. These classes require decent movement skills and aim, while having good utility against almost every other class.
2. Pyro, Spies, and Engineers don't get played on decent teams. These classes work well on large games with bad people, where setting up an ambush is easy, as no one communicates. In a competitive team, all of these classes are countered by decent communication.
Engineers may not always have the highest score, but they're an essential part of teams as a lockdown on areas, and are especially important for a defense. Without Engineers captures for the other team become cakewalks.
Pyros are one of the more situational classes. They definitely need to set up the opponent or get the drop on them. I've seen some really good ones, and they're the best class for a lot of smaller areas, but their place is once again defensively, where they can get the enemy to come to them rather than having to venture out into the open to get blown up. Offensively, pyros lend themselves well to breaking through certain areas very well, and if the defense has a compact area where they're holding the offense back the pyro is the best class by far to get the job done.
So really, now we've listed every class as being viable. And I'm not sure where this was headed to start with.
I'm not even sure what this means. Yes, it's common for a team to wait to roll directly into a cap point with an uber, but there are general areas nearby that usually hold the battle. Nobody "roams" around the middle of the map, and a good defense won't let the offense move around like that.Fall said:3. Every good team runs the same core strategy, one medic latched onto a Soldier and a second Solider or a Heavy, sometimes in non-crit games. This pack roams the middle of the map, pushing only once the Demo/Scouts have cleared ahead and the enemy has at least one person waiting to respawn.
I also don't know what good a scout would do in terms of cleaning house at a cap point. They're the most vulnerable class to sentries due to their low health and the need for a close, direct attack to do any real damage. Heavies, demomen, pyros, spies, and soliders all are well suited for pushing a point, especially with a medic in tow.
While I agree that crits can take away some of the skill of the game, they make it more fun. They help matches from dragging on, and the game seems balanced around them occuring every once in awhile. It's kind of weird, but I like that a shot will explode a group of four people bunched together every once in awhile. What I think makes it at least fair is that they have the same opportunity to get a critical strike on my team. Most crit shots beyond a shotgun blast are avoidable for two reasons. The first being the visual style of TF2 giving you very obvious indicators that another players bullets are critical and the other being that in TF2 I feel like you almost always have the oppertunity to retreat in a situation that looks bad for you. If you find yourself under Heavy crit fire it's usually possible to just take cover or run for it. While Team Fortress 2 creates the allowance to take fire, your best bet is to usually avoid it and try to keep your health maxed out.Fall said:4. Crits eliminate a significant portion of the limited amounts of skill the game has. Since every player has a high base chance to crit, regardless of performance, claiming it's fair and balanced, especially for competitive play, is not true. Losing a fight because you played better, but the other guy lucked out, is anything but balanced. There's a reason why most European servers and all competitive leagues play with crits off.
Any girlfriend who can actually get an ubersaw is pretty fucking tops man.Fall said:5. Ubercharge is bad. Almost impossible to interrupt and takes very little skill to build up, especially now with the Ubersaw. It's cute that Valve wanted your girlfriend to have a class she could play while she's watching Sex in the City, but seriously... invulnerability was unfun in multiplayer in 1996.