|
|
#1 | ||||||||||||||
|
Community Manager
Join Date: Dec 2008
Posts: 738
![]() |
http://communityfortress.com/tf2/new...bin-walker.php
What do you guys think of the stuff mentioned in this interview? |
||||||||||||||
|
|
|
||||||||||||||
|
|
#2 | ||||||||||||||
|
Junior Member
Join Date: Jul 2009
Posts: 4
![]() |
I like the idea of unlockable control. I really want to see how the leagues use that.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#3 | ||||||||||||||
|
Member
Join Date: Jul 2009
Location: Portland, OR
Posts: 56
![]() |
Definitely will make banning the Sandman a little easier. I'm in favor of all the other unlocks though.
Dunno how people feel about Cloak and Dagger. Seems like it could be pretty abusive but it's not like the Spy gets used a whole lot anyways. |
||||||||||||||
|
|
|
||||||||||||||
|
|
#4 | ||||||||||||||
|
Member
Join Date: Jul 2009
Location: Ohio
Posts: 46
![]() |
The downside about the cloak and dagger is that it can take the spy quite a while to get in position. He doesn't have much cloak and his overall general area of effect is much smaller than either a dead ringer spy or a regular watch.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#5 | ||||||||||||||
|
Community Manager
Join Date: Dec 2008
Posts: 738
![]() |
I agree. I see the Cloak and Dagger as a weapon that takes too much time to be useful. It takes the Spy a long time to get into position only to be getting one or two kills (in a competitive setting). I think that the cloak should decharge slower and the Spy should perhaps run slower when he is using it. So the cloak itself lasts much longer but he can't get anywhere fast.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#6 | ||||||||||||||
|
Member
Join Date: Jul 2009
Location: Ohio
Posts: 46
![]() |
Some weapons have a limited use in TF2. The C&D can be very useful if attacking badlands last point. You can sit on the stairs, on the ledge above the point, or on the point itself. You are almost guaranteed to get picks in any of those spots.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#7 | |||||||||||||||
|
Junior Member
Join Date: Aug 2009
Location: Buffalo, NY
Posts: 22
![]() |
Quote:
Though I'm hesitant about CTF, it just doesn't seem to work as well as it should. I'm definitely looking forward to what they come up with.
__________________
My steam community page: http://steamcommunity.com/id/bahbahbah |
|||||||||||||||
|
|
|
|||||||||||||||
|
|
#8 | ||||||||||||||
|
Member
Join Date: Jul 2009
Location: Ohio
Posts: 46
![]() |
I have always wanted to see a CTF map where your team starts off with the intel next to spawn, and you have to carry it into the enemy base. I have always thought that it would really lower the camping factor down and could produce some really awesome combat.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#9 |
|
Guest
Posts: n/a
|
that actually sounds pretty interesting remix, never thought of it as that sort of concept.
|
|
|
|
#10 | |||||||||||||||
|
Member
Join Date: Jul 2009
Location: Ohio
Posts: 46
![]() |
Quote:
So you have blue team attacking, red defending. It is three stages, with two CPs per stage. You carry the intel to the first point, then you have to wait 15 seconds for it to respawn, to avoid rolling the second point. Found that map I was talking about: ctf_premuda Its a bit rough on FPS, but well made. I can't see this map working that great in a competitive setting, but I think a map with a gpit setup and capture the flag would work awesome. |
|||||||||||||||
|
|
|
|||||||||||||||
|
|
#11 | ||||||||||||||
|
Member
Join Date: Sep 2009
Location: Indiana, USA
Posts: 76
![]() |
I'm glad to hear the changes to the demo system...now maybe I won't have to throw out all mine when an update breaks them. I never get around to making videos because of this.
|
||||||||||||||
|
|
|
||||||||||||||
![]() |
| Thread Tools | |
| Display Modes | |
|
|