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View Poll Results: Which class do you think is too weak? | |||
Scout | 35 | 36.84% | |
Sniper | 16 | 16.84% | |
Soldier | 5 | 5.26% | |
Demoman | 6 | 6.32% | |
Medic | 4 | 4.21% | |
HWGuy | 3 | 3.16% | |
Pyro | 3 | 3.16% | |
Spy | 3 | 3.16% | |
Engineer | 20 | 21.05% | |
Voters: 95. You may not vote on this poll |
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09-17-2007, 04:22 PM | #21 |
Resident QWTF God
Join Date: Mar 2007
Location: Richmond, VA
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Sniper,
With everybody moving a lot quicker than in TFC it seems to be pretty hard to line up a shot with the sniper. I've liked being the sniper in a lot of games (scout not awp in CS). I don't think you should slow everybody else down since it is most definitely fun. I just hope that the sniper won't be relegated to uselessness once again. +1 vote for Sniper Airstrike! |
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09-17-2007, 05:29 PM | #22 |
Join Date: Sep 2007
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i picked demoman mostly because he was always my fallback class besides engineer, my main class being sniper i have to say the snipers are just finei n this game, albeit pretty easily killed by any class like a soldier or pyro or HWGuy but still just fine.
theres something about the demoman i can't figure out what i dont like about him. i've seen other people posting about it being harder to place where your pipes are going to stop bouncing and i had that problem. it also seems like its just slow overall i dunno if its the velocity or if its something else but it just feels way too slow. the engineer i have to agree is also pretty weak based on the fact that spies can easiiillllyyyyyy sabotage a sentry if the engineer so much as runs to get a pack of ammo, its frustrating and quite frankly becomes almost useless unless youre strictly defense and you stay beside it. thats basically how i feel probly some more to say but i forgot :P |
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09-17-2007, 06:16 PM | #23 |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o` Posts Rated Helpful 0 Times
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I would say scout as well, but that might change over time with clan matches and organized offense and strategies.
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09-17-2007, 06:30 PM | #24 | |
Better than Never
Join Date: Mar 2007
Location: NYC
Posts Rated Helpful 0 Times
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09-17-2007, 07:15 PM | #25 |
Guest
Posts Rated Helpful 1 Times
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Engy
SG are able to be hacked, not much point in building them anymore as they more often kill your teammates than the enemy. At least give us a warning that it is being hacked and increase the hack time. SShotgun does way less damage than it used too, took me 5 shots to down a spy and yes they were good solid hits at close range. Dispenser also does way less damage when it explodes, I exploded a full loaded one on a spy who was hacking it and he survived. They also can be hacked and destroyed by a spy, again no reason to build them. A 'being hacked' warning and longer hack time is needed. |
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09-17-2007, 08:19 PM | #26 | |
Join Date: Sep 2007
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09-17-2007, 08:29 PM | #27 |
Join Date: Sep 2007
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I think that as the engineer is indeed an engineer who creates guns....he should have a more powerful shotgun maybe? Not too much more powerful but yano..maybe a tad!
or maybe not... |
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09-17-2007, 08:31 PM | #28 | |
Join Date: Sep 2007
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09-17-2007, 08:53 PM | #29 |
Don't believe the hype
D&A Member
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scout IMO
__________________
I'm back! who cares? In-game: Flow. |
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09-17-2007, 09:21 PM | #30 |
Guest
Posts Rated Helpful 1 Times
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It's true that scout has it rough - I can stand at the entrance to my base in aardvark and shotgun-snipe (either super or single shotty) scouts as they conc their way across the midfield. They never make it inside, and should they ever get the flag, they'll probably die from fall damage when they conc away. The radar is a really good feature, and it helps scouts avoid combat altogether, but most maps (so far) are too wide open to actually use it effectively.
Of course, it's easier for me to criticize than solve. The scout could definitely use more speed, but he also needs at least one viable option for combat, however limited it may be. I suggest a high-damage melee weapon. Or maybe get a bit more technical? Perhaps the scout's running speed increases while he's running, resetting to default scout speed when he stops, catches a rocket, etc. For instance, after five seconds of uninterrupted running, you gain +5% speed, after mantaining that for five seconds you reach another level of speed boost. You get the idea. That would get my blood pumping, bolting frantically through a base, trying desperately to avoid any obstacles and enemies while trying to get that flag in record time. Granted, this is all a half-baked idea, but there are creative solutions out there. The scout needs a deeper level of play (beyond conc-jumping), not just more power, IMO. |
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09-18-2007, 04:49 AM | #31 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
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I'm sucking at sniper. Seriously sucking.
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09-18-2007, 04:50 AM | #32 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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the scout actually has a see thru wall hack if u hit +attack2 im pretty sure it takes cells or sumshit |
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