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Old 07-29-2008, 05:27 AM   #61
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there's medpacks in TF2 that heals you to 100 percent you're not supposed to kill with the medic, but if you see a sentry in a ledge where it doesnt see you, if you arch your needle correctly, it takes it down in a few seconds.
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Old 07-29-2008, 11:54 AM   #62
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Eeeh... I think he means Medkits. You know, what the Medic carries that heals to 100% instantly. Not the spawn medpacks. (Or at least that's what I did understand).

Also yes, Syringeguns can kill SGs, but it takes a hell lot of time to take a lv3 down. If you try at long range, the syringe dispersion makes it so you need around all your ammo to take it down, not counting that you have to reload the weapon...
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Old 07-29-2008, 01:08 PM   #63
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Quote:
Originally Posted by Firefox11
I think he means Medkits.
Ah yes, they are called medkits...

Incidentally, about 90% of what's on that list is, pretty much, new and improved for FF.

If anyone decides to do a list of what TF2 added, we may have to see how that one stacks up to what FF added. If you need help, just start with crits and taunts, and go from there.
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Old 07-29-2008, 02:19 PM   #64
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Quote:
Originally Posted by Peon
1) Medic infections
2) The MedPack that heals you to 100% instantly
3) The Super-Shotgun
4) The IC cannon
5) The tranq gun
6) The death feign
7) The rail gun
Do Scouts remove Spy disguises in TF2? I don't even know...
9) Detpacks
10) Pipe grenades
11) Movement skills
12) The Hunted
13) A whole bunch of CTF
14) Fortresses
15) The super-nailgun (if the syringe gun works good on SGs, I'll retract this one)
16) Nades
17) And last but not least, EMPs, napalm, MIRVs, concs, nail grenades, caltrops (I know they're gone from FF too, but there's something else now), and gas grenades.

I wonder if I forgot anything?
3) Seriously?
10) Still there.
11) Still there. Unless you mean 'ability to exploit movement glitches' then you're right.
13) That's a map thing. It doesn't have to do with the gameplay. If you want more of that gametype, make more maps for it.
14) That's a map/style thing. Look at the custom map CTF_MACH4. It looks almost exactly like the old barren fortresses of the older games.


Gameplay/Abilities
1) Medic Invulnerability Charge
2) Healing Teammates at a distance
3) Spy cloaking
4) Scout double-jumping
5) Pyro usefullness
7) Medic Kritzkrieg ability
Pyro air-blast deflection/push ability
9) Usable melee abilities for all classes
10) Dispenser healing ability
11) Payload Gametype
12) Critical Hits

Weapons
13) Scattergun
14) Pistol
15) Stickybomb Launcher
16) Medigun
17) Syringe Launcher
1 Revolver
19) Submachine Gun
20) Flaregun

Presentation
21) Individual voice acting and personalities for each class
22) Nemesis/Dominating
23) Scoreboard based on 'Points' not K/d ratio
24) In-game voice chat

Still have 7 more class updates to go along with whatever new gametype they are working on and any other additions.
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Old 07-29-2008, 02:23 PM   #65
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I've just learnt 8 is a cool number
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Old 07-29-2008, 03:28 PM   #66
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one more thing, dont try to say the FF medic is better at healing, because he's not, same that the TF2 medic canot fight.

And, im pretty sure that everyone knows that tF2 is a simpler version than FF
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Old 07-29-2008, 04:56 PM   #67
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Quote:
Originally Posted by EngeeMan
TF2 List
You forgot to add,
Baseball Bat
Kukri
Axtinguisher
Fire Axe
Bonesaw
Ubersaw
Bottle
Fists
and Shovel

The only two melee weapons that are the same are the knife and wrench.

Quote:
one more thing, dont try to say the FF medic is better at healing, because he's not, same that the TF2 medic canot fight.
Actually, since the medic unlocks came out, you can DM pyros, hwguys, spies, snipers, even engineers(Without sentries.) His new needle gun gives health back for every hit, so the, "Run backwards while shooting" technique is EXTREMELY powerful.

Quote:
And, im pretty sure that everyone knows that tF2 is a simpler version than FF
They are both complex, this is the point I'm trying to make, both games use different types of complexity to make them have depth, just because there is no movement tricks in TF2 doesn't mean its any less.

Hell, if we wanted to talk about complex movement, lets just throw The Opera or The Specialists out there, god why doesn't FF have wall jumping, wall flipping, backflips, dives, jump boosting, and crouch-punching, I will quit FOREVAR if they don't have these deep and complex moves! :sarcasm:
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Old 07-29-2008, 05:20 PM   #68
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Quote:
Originally Posted by EngeeMan
3) Seriously?
10) Still there.
11) Still there. Unless you mean 'ability to exploit movement glitches' then you're right.
13) That's a map thing. It doesn't have to do with the gameplay. If you want more of that gametype, make more maps for it.
14) That's a map/style thing. Look at the custom map CTF_MACH4. It looks almost exactly like the old barren fortresses of the older games.


Gameplay/Abilities
1) Medic Invulnerability Charge
2) Healing Teammates at a distance
3) Spy cloaking
4) Scout double-jumping
5) Pyro usefullness
7) Medic Kritzkrieg ability
Pyro air-blast deflection/push ability
9) Usable melee abilities for all classes
10) Dispenser healing ability
11) Payload Gametype
12) Critical Hits

Weapons
13) Scattergun
14) Pistol
15) Stickybomb Launcher
16) Medigun
17) Syringe Launcher
1 Revolver
19) Submachine Gun
20) Flaregun

Presentation
21) Individual voice acting and personalities for each class
22) Nemesis/Dominating
23) Scoreboard based on 'Points' not K/d ratio
24) In-game voice chat

Still have 7 more class updates to go along with whatever new gametype they are working on and any other additions.
FF Has:
2, 3, 5, 9, 23, and 24 out of that list.
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Old 07-29-2008, 06:37 PM   #69
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If you put in the Payload thing, well I guess FF also has Conc, Quad, Escape, Last man Standing and others.

=D

Also, could we just stop with this TF2/FF debate? Play the one you like, Jesus!
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Old 07-29-2008, 06:59 PM   #70
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[QUOTE=EngeeMan]

11) Still there. Unless you mean 'ability to exploit movement glitches' then you're right.


well it isn't exploiting... if it wasn't ment to be there they would of fixed the glitch
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Old 07-29-2008, 07:55 PM   #71
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Quote:
Originally Posted by EngeeMan
12) Critical Hits
That's an upside?
Quote:
13) Scattergun
Single Shotty.
Quote:
17) Syringe Launcher
Nail Gun
Quote:
19) Submachine Gun
AR
Quote:
20) Flaregun
IC
Quote:
24) In-game voice chat
TFC had this

Also, regular Nail Gun.
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Old 07-29-2008, 07:56 PM   #72
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scatter gun is a ton different from the piece of shit that is the single shotty
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Old 07-29-2008, 08:09 PM   #73
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Quote:
Originally Posted by greenday5494
scatter gun is a ton different from the piece of shit that is the single shotty
same concept.
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Old 07-29-2008, 09:52 PM   #74
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Anybody that calls movement skills "glitches" or "exploits" should be kicked in the nostril. The left one, preferably. Like Infy said, if it was a true exploit, it would have been removed from the game.
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Old 07-29-2008, 11:12 PM   #75
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Wow after listenin to the tf2 weapon names, it actually makes me laugh. It goes to show you that they actually aimed this game at young teens.
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Old 07-29-2008, 11:37 PM   #76
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Quote:
Originally Posted by reaper18
same concept.
You are seriously retarded. If they let you live on your own I am horrified.
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Old 07-29-2008, 11:53 PM   #77
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Quote:
Originally Posted by Weezy69
Wow after listenin to the tf2 weapon names, it actually makes me laugh. It goes to show you that they actually aimed this game at young teens.
I was thinking pre-tweens, and Tu!.
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Old 07-30-2008, 02:29 AM   #78
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Quote:
Originally Posted by squeek.
Anybody that calls movement skills "glitches" or "exploits" should be kicked in the nostril. The left one, preferably. Like Infy said, if it was a true exploit, it would have been removed from the game.
Well, technically as Valve stated (Therein by the creators of Team Fortess) the unique movement techniques found in the previous fortress series were never intended, and would not return in the sequel. (TF2) but FF went the other route and simplified them and added more, which makes it its own fun and unique game.
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Old 07-30-2008, 02:50 AM   #79
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Quote:
Originally Posted by Thor-Stryker
the unique movement techniques found in the previous fortress series were never intended, and would not return in the sequel.
TFC was the sequel that Valve and Robin Walker made to Robin Walker's QTF, and it had all the movement exploits in it. Don't forget that TF2 is the third TF game Robin Walker has made, not the second.

And however ambiguous the 'bug/exploit' status of all those movement skills were in other games, in FF they're 100% 'features'. So don't be bringin' none of that 'exploit' shit in this house*.

*engiman. Not you Thor.
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Old 07-30-2008, 02:52 AM   #80
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Quote:
Originally Posted by Thor-Stryker
Well, technically as Valve stated (Therein by the creators of Team Fortess) the unique movement techniques found in the previous fortress series were never intended, and would not return in the sequel. (TF2) but FF went the other route and simplified them and added more, which makes it its own fun and unique game.
They were intentionally left in TFC (brought back, in fact), but capped. They opted not to remake them in the new games.

Bunnyhopping, and indeed most of the movement skills we now enjoy, were glitches from Quake. This does not change the fact that many games have used and even harnessed these abilities to great effect in order to add a level of depth and skill to the game.

Continuing to call them mere physics exploits or glitches, when every game since Quake that has them has them intentionally, is ignorance.

TF2's varied, yet limited, arsenal of weapons does not make up for its lack of other skills. Once you've got the handle on DMing and can figure out map objectives, you're pretty much done learning the game. All you have left are specific tactics - the same specific tactics you'd find in any team shooter.

Team Fortress 2 is a shallow game. That's all there is to it.
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