Changes you would make to TF2

I say that the spy should have a longer cloak. There are many factors that make the spy (arguably) the class that requires the most skill. I think that the spy should be slightly more accessible, but it still must be difficult enough to balance the very rewarding aspect of that class.

I would also like to see a much larger change of the addition of a new game type. It should be called "assault." You guessed it: One team is attacking and has to complete objectives, the other teams is defending. Or, both teams could be on offense, and their objectives counter each other. I think that such a game type would be yet another incentive for strategy. This game would certainly be better if strategy played a bigger role (not to say that strategy isn't already important).

Another nice change would be valve coming out with more maps.
 
[quote1208313793=cccp]
One thing that bothered me is when you try to backstab an enemy as spy; it would flip the knife upside down and by that time the enemy would move away.
They should have that in options so people who like it, maybe because it looks good can leave it, but people (like me) who play spy most of time can turn it off.
[/quote1208313793]
If the backstab never missed, it would be too easy to do multiple backstabs with a spy. thats my opinion...
 
the ability for engis to be able to view from their sentry/dispenser like it does when you die with spawntime, but without getting killed.
 
For the sniper rifle i would like to see the crosshair pure black. I'm colorblind and at times the crosshair blends into other textures. Thus i shoot at air. (If anyone knows a way to change this i really would appreciate it)

Another thought i had for a while is when a medic is killed they lose there ubercharge. If they had the medigun out, another medic could receive 50% or 25% of the dead medics, ubercharge buildup. Say a med was at 50% charge, got a headshot. Another medic goes and picks up the medi gun, the living medic would get a 25% charge added to there current buildup. I know it sounds lame and like cheating but its no differnet then picking up ammo from a dropped weapon. Or engis collecting metal from dropped weapons.

Demoman, soldiers bring the ammo back to what it was previously. Possibly decrease the reload times a little bit. For stickies already mentioned detonation should be a bit quicker. Also for the demoman a pistol or something. Would be nice. I hate running away from pyros and hoping i placed a sticky in the right spot. Or get a lucky pipe hit.

Spy not much except for longer cloak.

The rest are pretty well balanced.
 
My main grip is the strength of Scouts. They have the same amount of health as an Engi, Sniper, spy, but can move twice as fast, do double jumps, and have a more powerful version of the shotgun. It's all pluses and no negatives. At least drop the health to 100.

-Groo
 
-i would like to see the length of medic's reach with his medi-gun be increased. Often when i play, i get stuck behind one side, and the person i am healing is stuck across the way-and i can barely reach him. this would also allow for a little bit more of a length between the classes that are faster and slower than the medic.
-Needle gun accuracy is way off-it would be nice if they actually flew to where the crosshair was!
-Medics should be able to heal themselves. i know they gain a little bit of health walking around and healing others, but if i'm really low and dont' have someone to heal, the medic should be able to point his medigun at himself and give some of that healing goodness!
 
When you disguise as a friendly character as a spy, your team sees the disguise as well.

I'd love that.

Also other players would be able to knock off sappers with their melee weapons.
 
[quote1208393124=thespectator]
When you disguise as a friendly character as a spy, your team sees the disguise as well.
[/quote1208393124]

I don't like the idea of deceiving your own teammates. That would be pretty annoying.
 
I think the engineer should be able to make 3 level 1 sentrys, or 2 level 2 sentrys, or 1 level 3 sentry, cuz if its a small server and your the only engi, then you can just make 3 level 1 sentrys in different parts of the map. and it would be fun.

Also if you used a melee weapon it should like knock the sentry on its side and it would die. Its hard getting close to a sentry so it wouldent be so easy getting next to it and hitting it.
 
I'd say that it is nearly impossible to get up close to a sentry. That change wouldn't make much of a difference except that it wouldn't be fair because spies would be able to knock it down instead of sapping it.

If it is a small map and you are the only engineer, at least maybe there should be a sentry gun with multiple rotating turrets that can fire in multiple directions at once. You could make this a level 4 sentry, possibly?
 
We'll probably get some new sentries when the Engies new weapons are released. I'm rooting for a rail-gun sentry.

I think the classes are pretty balanced. The Demo and the Soldier both needed the ammo nerf. I only ever run out of ammo if I'm in a tricky spot to get to (like the B roof of Gravel Pit), and before the nerf you could stay up there for pretty much as long as you wanted.

Maybe a melee range reduction, but that's it.
 
[quote1208403688=soulnothing]
For the sniper rifle i would like to see the crosshair pure black. I'm colorblind and at times the crosshair blends into other textures. Thus i shoot at air. (If anyone knows a way to change this i really would appreciate it)

Another thought i had for a while is when a medic is killed they lose there ubercharge. If they had the medigun out, another medic could receive 50% or 25% of the dead medics, ubercharge buildup. Say a med was at 50% charge, got a headshot. Another medic goes and picks up the medi gun, the living medic would get a 25% charge added to there current buildup. I know it sounds lame and like cheating but its no differnet then picking up ammo from a dropped weapon. Or engis collecting metal from dropped weapons.

Demoman, soldiers bring the ammo back to what it was previously. Possibly decrease the reload times a little bit. For stickies already mentioned detonation should be a bit quicker. Also for the demoman a pistol or something. Would be nice. I hate running away from pyros and hoping i placed a sticky in the right spot. Or get a lucky pipe hit.

Spy not much except for longer cloak.

The rest are pretty well balanced.
[/quote1208403688]
When you say sniper crosshair, you are talking about the dot correct? If so, you can change the crosshairs for certain guns i believe. If you want to learn more go here
http://www.bullseyecrosshairs.com/tf2sites1.shtm
And there are some on fpsbanana here
http://www.fpsbanana.com/sprites/1388
You will have to edit the crosshair picture and make it black of course...

I'm pretty sure changing the crosshairs are allowed on our servers, it is pretty much the same as using skins for the classes. If it isnt allowed, please correct me :)
 
spies should have have a weapon that releases dogs.....or bees...or dags that have bees in their mouths and when they bark they shoot bees at you.
 
[quote1208506670=Jon2486]
Make the soldier and demoman, unable to kill themselves. They can still hurt themselves, but would only be able to reduce thier health to 1. If not that, then give credit to the person hurting them before they killed themselves.
[/quote1208506670]
the problem with that is they would get down to 1 and just do loads of pipe bome jumps coz it would not heart therm
 
I would like if you were able to choose between another flamethrower mode.
 
[quote1208568071=Carne]
I would like if you were able to choose between another flamethrower mode.
[/quote1208568071]
enlighten me. water flame? :P
 

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