08-26-2006, 05:46 PM | #241 | |
Join Date: Feb 2005
Location: NYC
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08-26-2006, 08:32 PM | #242 | |
Join Date: Mar 2005
Location: Israel
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Medic completely overhauld
Valve's Doug Lombardi was interviewd by Game Informer On-line about EP2, Portal, consoles, and TF2 - I highlighted the "interesting" stuff:
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Guess we can say good bye to the concs :/ Anyway it looks interesting, and really can't be judge untill we get to play it or at least get to see some real gameplay videos. |
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08-26-2006, 09:05 PM | #243 | |
Join Date: Feb 2005
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http://forums.thecatacombs.net/showp...6&postcount=94
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08-26-2006, 09:56 PM | #244 |
Join Date: Mar 2006
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There are just so many poeple I want to yell STFU to. You guys have become such fanboys of this that you wont even allow the thought of another good team fortress game cross your minds. 1 instance of this is that this mod was hyped for not only remaking team fortress but also for changing it, but god forbid that TF2 be allowed for be given a new look when fortress forever put an entire new path in the middle of the game!
God forbid games ever change their styles and such with a sequal, no, team fortress 2 shouldn't change that style at all, after all, that 2 in there isn't implying this is a sequal, that means it's a direct remake! Right? Ug, I stand so many kinds of idiots a day but fanboys are my nightmares. |
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08-26-2006, 10:22 PM | #245 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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he's right in a way. you gotta take TF2 as it comes. it could work out better with this overhauled medic. i mean, the medic could ACTUALLY be a medic by trade, instead of the heavy flagrunner. while TF2 is a new approach, i do admit FF would have had a hard time justifying such changes to the existing TF community, had they have implemented them into FF before TF2 was announced.
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08-26-2006, 10:32 PM | #246 |
Join Date: Jan 2005
Location: Halifax, UK
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No idea if concs are in or out for TF2, but I just can't see that medic (in it's new guise) doing conc jumps. New-style soldier and RJs... fine, they seem to go together.
Think the new medic would look comical flying through the air..... though saying that, it could actually fit in fine with the new TF2 theme |
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08-26-2006, 11:10 PM | #247 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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i'm starting to move my money away from concs as we know them.. still, i'm interested to see what valve come up with.
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08-26-2006, 11:12 PM | #248 |
Join Date: Jan 2006
Location: United Kingdom
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Exactly what I never said "you gotta take TF2 as it comes".
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08-27-2006, 01:17 AM | #249 |
Join Date: Jun 2006
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The way i see it we're gonna have two games to play. (and thats a good thing)
1)An updated/fixed version of the game we all love right now. 2)A brand new take on the game we all love right now. I dont see the problem with this. |
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08-27-2006, 01:32 AM | #250 |
Join Date: Jul 2005
Location: Washington DC
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looks like long time medics might be pissed..
but maybe it will be better? who knows.. as it stands i think there is too much emphasis on that class anyways, so some balancing might be good. |
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08-27-2006, 11:59 AM | #251 |
Join Date: Jul 2006
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Heres's hoping there's no bunny hopping.
The fresher and more different TF2 is the better. |
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08-27-2006, 02:15 PM | #252 |
Retired FF Staff
Join Date: Jan 2005
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The more different TF2 is from FF the better, I say. I am a bit concerned that Valve will make TF2 too defensive, but it's far too early to judge.
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08-27-2006, 03:49 PM | #253 |
Join Date: Aug 2006
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Now for pure speculation: What d they mean by a more defensive role for the medic? Some form of revive for the non-gibbed? Plague Traps/Nades (a-la Deadlode)? Enhanced healing in a friendly zone?
Obviously, there has always been a place for a defensive medic, especially with the last line defenders for healing up in a big rush that tears thru the front. Combine that with a matched speed if they do get the flag and get past. (unless the runner is a scout). But with the concs, normal grens, and heavy shotty/nail gun, he was always better at offense as a all-around class and heavy flag runner. I'm just trying to think of what they could change to make the class more defense oriented. Sadly, other than taking his Concs, I can't think of to much that doesn't make him more of an ET medic clone with a bigger needle. And speaking of Deadlode: I really miss the scout magnetic proxy mines... |
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08-27-2006, 04:10 PM | #254 | |
Join Date: Jun 2005
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Also we brought up that the pyro weapon should launch fireballs or gas balls, and the pyro weapon seems to have 2 weapons in one. I get the creeping suspicion that valve has been using this board for ideas. On the bright side, I like how the scout now seems able to do what he should; avoid enemy fire. I really enjoyed watching all of it, but wanted to see pyro, and medic. And by that I mean I wanted to see the pyro. Lastly, I think the facial animations are part of overall event animations. For example; the sniper looks a certain way when he is walking, then when he changes to scope, a new animation is called, and as the rifle is charged, another animation is kicked off. The HW Guy's facial expressions may just be a loop of animations when the gun is fired. Additionally he may have multiple random animation loop starts which allow for different animations to kick off the facial expressions animation loop. Last edited by o_war peanut; 08-27-2006 at 04:43 PM. |
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08-27-2006, 04:24 PM | #255 |
Join Date: Oct 2005
Location: Sweden
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All this talk about bhopping, sniper charging and concing...
Newsflash, this is NOT Team Fortress Classic. If you don't like it, no one is stopping you from giving up TFC. This is Team Fortress 2. Welcome... to the future. |
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08-27-2006, 05:10 PM | #256 |
Join Date: Jul 2005
Location: Washington DC
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but the question is, do you have a working flux capacitor?
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08-27-2006, 05:16 PM | #257 | |
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Personally i dont mind, but i'd laugh if it were, just for the bitching that would happen In fairness, there will be bitching either way! |
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08-27-2006, 06:20 PM | #258 |
Join Date: Jan 2006
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The faq that they "may" have removed nade from being used together with a gun, i personally do not see the big problem. In fact, it will stop the nade spamming, and make grenades again a weapon you use in a tactic, instead of a instant damage enhancer for your main weapon. And lets face it, its been just that for years.
Also, it may be just me, but maybe the demoman's mirv trowing ( the windup) may be used to enhance the distance you can trow it. The added graphical swirling may just be that. For the rest, i don't see the big deal about possible no BH, but then again, i was never in favor of people running around like a bunch of monkey's. The odd thing, BH may be graphically more fitting in TF2 ( because of the comical graphics/style ), then it ever was in TFC. |
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08-28-2006, 02:37 AM | #259 | |
Join Date: Jun 2006
Location: Brazil
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08-28-2006, 02:45 AM | #260 |
Join Date: Aug 2006
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Looking forward to playing both. TF2 really reminds me of the old Quake TF, which I was much more a fan of than TFC. Quake TF was more exaggerated than an attempt at realism. When TFC first hit I was pretty disappointed by the loss of character each class seemed to carry on the quake version.
I moved on as more people went to play TFC, but Quake TF was the first experience in clans and team online gameplay. What is funny is that there remain individuals that still play the Quake version, I play on a Brazilian server every so often, glad to see there's a few fans of the original left |
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