TF2 Trade

Aggresive_Napkin

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May 19, 2010
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Finally! the long await is over!, Team Fortress 2 has trading now, however It does have some draw backs.

Not only does it allow players to trade in-game items that you can find regularly such as the Direct Hit, (I mean miss), The Ambassador etc etc, it also has some exclusive items that cannot be found nor crafted but can only be acquired via purchasing with money.

Now to some it might be like, TF 2 is turning into games like AVA or Combat Arms where you need to purchase items/weapons that are better than the default. Which is true to some degree, but what worries me the most are some of the Stats/effects on the items once it has been equipped.

For example I saw a Exclusive Kukri knife for Sniper class that would do 100% crit hits, where it would be a mini crit plus you CANNOT be killed by Headshot. The Draw back is that you're more likely to be hurt more by flame (20 % vulnerability by flame). There were some others that would do similar things or something different, such as some amount of health gained by successful hit against an enemy.

it may not sound much because I'm just typing it, however in-game I do feel some shift in the balance in the weapons in TF 2. I mean a 100 percent Crit Kukri knife plus invulnerability against headshots, sounds pretty unbalanced.
(be sure to expect some snipers running around with ONLY kukri knives)

So what are your thoughts eGo Members?
 
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Finally! the long await is over!, Team Fortress 2 has trading now, however It does have some draw backs.

Not only does it allow players to trade in-game items that you can find regularly such as the Direct Hit, (I mean miss), The Ambassador etc etc, it also has some exclusive items that cannot be found nor crafted but can only be acquired via purchasing with money.

Now to some it might be like, TF 2 is turning into games like AVA or Combat Arms where you need to purchase items/weapons that are better than the default. Which is true to some degree, but what worries me the most are some of the Stats/effects on the items once it has been equipped.

For example I saw a Exclusive Kukri knife for Sniper class that would do 100% crit hits, where it would be a mini crit plus you CANNOT be killed by Headshot. The Draw back is that you're more likely to be hurt more by flame (20 % vulnerability by flame). There were some others that would do similar things or something different, such as some amount of health gained by successful hit against an enemy.

it may not sound much because I'm just typing it, however in-game I do feel some shift in the balance in the weapons in TF 2. I mean a 100 percent Crit Kukri knife plus invulnerability against headshots, sounds pretty unbalanced.
(be sure to expect some snipers running around with ONLY kukri knives)

So what are your thoughts eGo Members?


you think the sniper one is bad try solly

with the set he takes 25% damage reduction from sg's than when the battalions backup is in use he get a additional 35% reduction from any damage type which give him 65% damage reduction when taking a sg head on plus 15 hp for everytime he hit the gun with a rocket.
 
Well, the big problem he's missing is the sniper's not allowed to headshot in order to get the benefits. Really, that's not so much unbalancing as intolerably game-changing. Also, you only get 100% crits if you're using that knife and ONLY if you would normally have mini-crits i.e. jarate/buff banner.
 
Yeah, the thing is, to get those bonuses you have to have all the items from that set equipped. Right now on Sniper I'm rocking Jaratee + that one knife though :P Its awesome!

The other thing, you can still get all the items normally, its just easier to get them by paying for them.

Oh, and while the sniper cannot be killed by the headshot, I believe I heard it stated that a headshot takes them to 1 health. So while you aren't 'killed' by it, if you accidentally stub your toe on a small rock on the way to resupply you die :P
 
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