Things TF2 does right.

=[Ga]= AutoDMC

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Sometimes, especially after a patch or an update, the complaints get hard and loud... some class is overpowered, or another class is crap, or TF2 sucks for reasons X, Y, and Z, yadda, yadda, yadda.

But I want to do something different. I want to lay out various features of TF2 that I believe TF2 does right, especially after playing a few other team/online based shooters.

This is not to say that other games haven't had features such as these. I just wanted to pat TF2 on the back again... if if Steam refuses to let me actually play the game today for some silly reason.

Kill Assists

Nothing is more depressing, to me, in Day of Defeat then charging at a group of people with a Browning Auto Rifle, filling 'em full of lead, getting shot and dying, and having a teammate behind me pick 'em off with one pistol shot apiece.

Now, I don't care about points, per se, but I always seem to be the vanguard guy racking up the damage but never actually completing the sale, and then the obituaries in the top right proclaim that somebody else gets the kill.

It's a bit of a backpat from the game to be told that you destroyed somebody else, and to have that withhold for various reasons is sad.

But, on the other hand, the deal closer also deserves credit for actually finishing the guy off.

By giving kudos to both the deal closer and the guy who recently riddled the guy with lead keeps both parties happy.

NEWB SIDE EFFECT: Newbs are redshirts when they first join a game. By giving them assists, even when they barely had an effect before they died, keeps them involved and happy playing the game, to the point where they can start closing deals.

Critical Hits

I hear a lot of complaints about crits. As the saying goes, Crit Happens. If you just accept it as a game mechanic, it won't piss you off.

Sure, it's like a double lucky shot. Not only did he HAPPEN to send a rocket over there, but it also HAPPENED to be a crit.

The key is, though, that crits are very rare UNLESS you rack up the damage. 2% for guns and 15% for melee? How fast does melee actually "fire"? Most RPG systems have a crit mechanic; it's basically a really lucky shot.

Crits can be earned, however, by doing more damage in a short time, which is why a soldier can get lots of crits quickly. Again, the game is rewarding you for your ability by giving you more power to keep your roll going, if you use it.

Crits are a random factor that can change the tide of individual skirmishes without necessarily changing the tide of battle (except for Kritzkreig).

As your chance of dishing out crits is the same as anyone else, only hinged on your skill to CONTINUE to kill people, it's really not so bad. It's only really bad on all-crit mode servers.

NEWB SIDE EFFECT: When somebody starts playing TF2... they might have trouble actually killing people. Uncharged sniper body shots, rockets not aimed for splash damage, bad sticky placement, etc. However, occasionally, one of those bad shots are a crit, and it still destroys the bad guy. This encourages the newb to keep playing the game, as they "don't suck and never get a kill." On the other hand, they can't depend on crits, so they do become better at the game.

Chatty Characters

In many other games, all the other characters (except for their death screams) are generally strong silent-types who are BORING. Team Fortress 2 uses Source's algorithmic system to cause the players around you to chat at you while they play. Cheers and jeers, thanks and gripes, spy reports and building iteneraries, it's all there. Not saying that voice chat and text chat isn't useful, but it's really nice when a player is really busy for his character to still shout out "Zank you my hurd-hadded freund!"

This adds life to the game, and makes the characters that much more fun.

STEREOTYPES

Every character is a stereotype, and that makes it fun. I mean, really, what's more stereotypical than "classes?" I mean, the game already assumes that all Engineers act alike, and look alike, so why not sound alike and be a really silly stereotype?

This is extended with the bad accents; close but not technically accurate, like the accents you'd get on a Saturday Morning Cartoon. The Sniper is obviously Australian, but the accent is wrong. The demoman's "Scottish Accent" is more "Mr. Scott" from Star Trek than any really Scott I've ever met. The Engineer has just about every Texan stereotype I've ever heard of (other than the cowboy hat, but I'm sure he's got one back in his pickup truck on his ranch).

TAUNTS

It fits the idea of TF2 too well. Not only can you kill somebody in a humiliating way, but you can then taunt them hilariously.

MEDICS

First off, the design of the Medic is very team friendly. Switching heal targets is easy, you heal fast, you get Kritz or Uber, and you're very fast.

It's Newb friendly too. This is not to say that it's a NEWB CLASS OMG. There is a lot of skill involved in being a Medic. But while somebody may gripe about a bad Engineer or a stupid Scout... nobody ever says no to a Medic.

Also, as a Medic, you can observe the people you heal. Good people show you how to play, people who get you killed show you how to avoid death.

SNIPERS CANT GO PRONE

A prone sniper, in a well designed game, is nearly impossible to find without a killcam, another sniper, or luck. You have to watch for flashes... great for a tactical shooter, but off pissing for newbs and pros alike.

While it's annoying for anyone to be killed by a Sniper, at least in TF2 they have to stay standing and/or crouching, but at least they're still findable.

SCOPE FLOAT

Sure, it takes away from the realism... but TF2 is about the carnage, not the realism. Scope Float takes away from the fun of the sniper class in every game I play. TF2, however, just takes that superfluousness.

KILL CAMS

Nothing is more frustrating than dying without knowing where death came from. However, while other games have Killcams... none of them are as good as a killcam shot of a sniper taunting you just before getting backstabbed.

TEAM EFFECTS

As your team starts kicking butts, the game starts altering stats in your favor, a little bit. Not a whole bunch, but a noticeable amount. As you gain control points and dominations, things start going your way. You get more crits, you do more damage, caps are a bit faster, respawns are faster. The other way is true as well; as your team starts losing, everything stops going your way.

At first glance, this is really unfair. But think about it. First off, it's a tangible benefet to kicking butt. Secondly, it keeps game momentum going.

It also rewards teamwork. A team with an uber sniper who shoots tons of doods, but who doesn't actually help the team move forward, will start being penalized. Mr. Sniper will notice it's not as fun being a sniper, and on teams without zombies, it'll encourage players to work for the team.

The extra special bonus bit is, when you're being spawn controlled and the other guys are capping your last point, and you break through, decimate their line, and take back the point, the switch gets thrown the other way, and now suddenly YOU are the team with all the advantages. If you've ever gone from almost dead to certain victory, it's that boost you get for banding together in your hour of need and kicking butt!

Unlockable Weapons Through Achievements

Valve puts a lot of time into the game to keep it interesting and fun (without a monthly fee!). New weapons are introduced to the classes to spice up variety and encourage creativity in play styles. Not only this, but the weapons must be earned through various achievements forcing one to spend time as the class, get good, and discover less orthodox ways of playing. For instance, I hated the pyro before the update. Then the update came out and I began to play as the pyro more. It was tough going in the beginning, but I started to learn more nuanced strategies. Now the pyro is one of my favorite classes to play as.

These are just a few of my favorite things, things that always bring me back to TF2 after playing other games. It's newb friendly, while also having plenty of depth for veterans.
 
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TF2 is just completely awsome :) I love the way everything is set up--the ONLY problem that I can think of is that it takes so long for the new updates for the classes to come out! But I guess it takes a lot of work so it's fine. Anyway....I love TF2!

Question:
It also rewards teamwork. A team with an uber sniper who shoots tons of doods, but who doesn't actually help the team move forward, will start being penalized. Mr. Sniper will notice it's not as fun being a sniper, and on teams without zombies, it'll encourage players to work for the team.

The extra special bonus bit is, when you're being spawn controlled and the other guys are capping your last point, and you break through, decimate their line, and take back the point, the switch gets thrown the other way, and now suddenly YOU are the team with all the advantages. If you've ever gone from almost dead to certain victory, it's that boost you get for banding together in your hour of need and kicking butt!

These are just a few of my favorite things, things that always bring me back to TF2 after playing other games. It's newb friendly, while also having plenty of depth for veterans.
Do you actually get some advantages--not just as in your team will work together better but as in like a quicker respawn time, slightly increased capture times, etc.? What are these advantages? Just curious :).
 
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another thing is that there is something for everyone in TF2. If you like to hang back and kill some people: sniper. If you like to be in the action: Soldier, Demo, Heavy. If you like flanking: Spy, Scout. if you like to help: Medic. If you don't like doing anything: Engie.
 
It takes long to get updates, but at least we get some....tons of games never get new content..which makes them boring after a while.

another thing is that there is something for everyone in TF2. If you like to hang back and kill some people: sniper. If you like to be in the action: Soldier, Demo, Heavy. If you like flanking: Spy, Scout. if you like to help: Medic. If you don't like doing anything: Engie.

you forgot the awesome pyro! (that almost everybody hate sadly... )

*waiting for pyro joke*
 
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Awesome post! It's so refreshing to see someone being positive after an update instead of being negative. Kudos to you good sir. :D
 
If you don't like doing anything: Engie.

D:

As for your question, Jurgs, yes. According to TF2 wiki:

The time it takes for the respawn wave to occur after being killed is variable, and a countdown is shown at the top of your HUD when your character has died. Respawn waves occur on regular intervals, based on the map settings. Most official maps use a 10 second respawn wave time. That 10 seconds is then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down if the team has less than 8 players in it, to a minimum of 5 seconds if team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. So if the respawn wave time is currently 10 seconds for your team, you'll respawn somewhere between 10 and 20 seconds from your death. Your individual performance doesn't affect your respawn time in any way.

As you start winning, your respawn times go down. As you start losing, it goes up. You know, when you play on a map, and then suddenly, BAM! Respawn times are 20 seconds a pop! It's because you're being rolled, and the game is punishing your team. Contrariwise, the other team is seeing respawn counters in the 5-10 second range.

It's harder for you to defend, yes. But if you lose, you get to start fresh. If you overcome, suddenly THEY have the handicap and you can rush and cap a few points.
 
why is everyone quoting me? I didn't do anything!11!!111oneoneoneeleven!
I forgot to add the pyro to the flankers :\ Not my fault he/she's not popular
Garis, You tell me: what makes a good engie?
 
Thanks Auto--that really helps clear it up. I understand the concept of it MUCH better now! :)
 
AutoDMC, your awesome for these very informative and interesting posts. Kudos for pointing all this stuff out.
 
Unlockable Weapons Through Achievements

Valve puts a lot of time into the game to keep it interesting and fun (without a monthly fee!). New weapons are introduced to the classes to spice up variety and encourage creativity in play styles. Not only this, but the weapons must be earned through various achievements forcing one to spend time as the class, get good, and discover less orthodox ways of playing. For instance, I hated the pyro before the update. Then the update came out and I began to play as the pyro more. It was tough going in the beginning, but I started to learn more nuanced strategies. Now the pyro is one of my favorite classes to play as.
 
Unlockable Weapons Through Achievements

Valve puts a lot of time into the game to keep it interesting and fun (without a monthly fee!). New weapons are introduced to the classes to spice up variety and encourage creativity in play styles. Not only this, but the weapons must be earned through various achievements forcing one to spend time as the class, get good, and discover less orthodox ways of playing. For instance, I hated the pyro before the update. Then the update came out and I began to play as the pyro more. It was tough going in the beginning, but I started to learn more nuanced strategies. Now the pyro is one of my favorite classes to play as.

Excellent! Missed that one, but I totally agree. While some of the unlocks are a silly pain, in general, there's nothing more satisfying than scoring a new gun or item to reward your dedication!

I've added it to the list. If anyone else has anything to add, add it! :D
 
Crits should be 0% startoff for non-meele weapons. Other than that, im fine with the crit cap.
 

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