Rate the achievement updates!

The best content pack?

  • The Gold Rush Update (4/29/08)

    Points: 33 33.3%
  • The Pyro Update (6/19/08)

    Points: 30 30.3%
  • A Heavy Update (8/19/08)

    Points: 29 29.3%
  • The Scout Update (2/24/09)

    Points: 7 7.1%

  • Total voters
    99
i agree with hating the sandman, it's REALLY annoying. Just the thought of being able to take a player's control away from the game disgusts me. IMO the ball should have just greatly slowed down the person, make them really dizzy, and make it take a lot longer to turn around for a period of time. However i think they still should have had the ability to shoot

that's actually not a half bad idea...
maybe you should work for Valve!
 
I think the pyro was the most effective.

IIRC, the overall goal of any class update was to get people to moonlight the class, and hopefully gain a new found liking of it. The backburner, and its (now removed) +50 HP boost certainly got players interested in it, more than any other update, with the medic update comic in a very close second.

As we progress farther into the classes, we will see the effect of the updates drop in significance.
 
For me the pyro update. Not because of any of the maps or unlockables, but they gave the flamethrower the Airblast. I've had WAY more fun airblasting people into the fans of Blackmesa than any other weapon.
 
Oh what I forgot to mention was that the engie update, where the dispensers and teleporters could be rasied to level 3 was also a good update.
 
I enjoyed TF2 more when it was just the medic pack
So did I, since the medic update was the least game changing pack.

But the scout update is really terrible....sandman is really messing this game up, not a lot of scouts are present nowadays but come on, to stop ubers is just way too powerful. Also you can just bonk a guy and he stays like that for 10 sec....just too easy if you ask me.
Oh actually, thanks to the update there are still many scouts out there, just not on maps like Dustbowl. Just yesterday there were four scouts in the enemy, two or more of them equipped with the Sandman. It was very annoying.

The Goldrush update? Are you serious? Why not call it the medic update? /me slightly offended. (actually greatly offended)
Well, that's the official name of the update, that's why I went with that.

I think the pyro was the most effective.

IIRC, the overall goal of any class update was to get people to moonlight the class, and hopefully gain a new found liking of it. The backburner, and its (now removed) +50 HP boost certainly got players interested in it, more than any other update, with the medic update comic in a very close second.

As we progress farther into the classes, we will see the effect of the updates drop in significance.
I completely agree with that. The pyro update changed a LOT!
I still think they should have only removed 30/25 HP so there is at least some added survivability that you loose when you equip the Backburner.

I object! You are bias against the scout update =(
Probably, but that's my oppinion about it.
The FaN is a great and fun weapon, but I prefer the Scattergun. The drink is the most boring thing they added to the game and I absolutely hate the Sandman. I'm just using it because I still need one achievement.
The maps are horrible. Junction is way too small for 32 pub games. Watchtower is horribly designed. Only Egypt is a decent/good map. Very disapppointing, if you ask me.


-Calle
 
Heavy update for sure. Nothing in my opinion is better.

Natascha, though broken for a good deal of time and only recently working to specification, is a great weapon for heavies playing defense, especially with a teammate helping to kill the slowed prey. Plus it looks and sounds super-sexy.

The sandvich has become a TF2 staple, a classic. It was also I believe, the first "weapon" upgrade in any game that replaced your secondary with a lunchbox. The only thing I dislike about it is the "Eat 100 sandviches" achievment wich results in spawn-sitters on occasion.

The KGB is probably the least interesting of the 3, but is one of the most terrifying weapons in the hands of a skilled heavy.

The maps and arena mode were probably the best that valve had released thus far, including a small little map with an entirely new theme to take us away from Industry/Desert. Steel is still my favorite map due to it requiring heavy teamwork on both sides, and also being big enough to support a 32 man server.

The achievments were fun, but could get down to being a grinder, but this can be said for most ahcievment packs.
 
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I would have to say that the Pyro and Scout updates are probably tied in my book. In my opinion those are the two updates which really succeeded in making unlockables that were alternatives, and not simple upgrades. The backburner is extremely useful in the right spots, and the normal flamethrower is extremely useful in others. The flare gun is a perfect example of an unlockable, and the axetingisher tends to find better use as an actual weapon than as a backup weapon in case you run out of ammo, as the normal fire axe is.

The scout is probably even better, with me myself changing the layout constantly to suit what I want to do. If I plan on running past SGs, than the bonk gets put into use; if I want to be more defensive, I usually use the sandman. I personally find the Force of Nature to be better than the scatter gun, but I have realized this is only my opinion; I see scouts with it in their inventory using the scatter gun all the time, and doing quite well. So I'm not going to label the FoN as overpowered.

In my opinion you can really tell when an unlockable is good by how frequently you are changing your layout of weapons. Medic managed to get two upgrades and a really, really good side-grade. The ubersaw and needlegun (I can't recall the name right now) replacements are simply better than the originals, but the Kritskrieg is a perfect addition. If you're dieing too fast to get a normal ubercharge, than switching to the KK often helps you assist your team more. But the Needlegun and ubersaws don't have enough drawbacks. If you were to ask my I would call for a damage reduction; something to make them a little more impractical in self defense.

The only problem I have with the heavy update is that the KGB are simply better than the normal fists. If the KGB were fixed I would rank it up there with the Pyro and Scout updates.

And I don't really care for achievements or maps (I generally stick to 2fort and Turbine; probably because I like CTF a lot), so those doesn't really effect my opinions on any of the updates.

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But the scout update is really terrible....sandman is really messing this game up, not a lot of scouts are present nowadays but come on, to stop ubers is just way too powerful. Also you can just bonk a guy and he stays like that for 10 sec....just too easy if you ask me.

Scout: Valve screwed us over with this one. this update was nothing like the others. The Sandman is a horrible creation that deserves to be called hax. BONK! is a stupid concept made worse by not being able to use your weapons. the Force-a-nature is annoying if you're against it but isn't actually THAT bad.
I've given up on playing the scout at all and I refuse to use the sandman unless it's for an event.

Now I find this interesting. People seem to hate the sandman, but I've rarely been killed by it, and even that small chance of death quickly degenerates to 0% when I'm with teammates as the game expects me to be. The recent nerf it has received has lowered scouts' chances of killing me even further. The most I ever find it is annoying, and honestly I die at the hands of scouts w/out using the sandman more often than scouts w/ the sandman. As a scout I find it impractical; I usually try to run past enemies rather than take them down, as a result I never take them head on. The sandman prohibits me from double jumping, which I quickly find out I use quite often whenever I find myself using the sandman and unable to jump when I need to. Sure, with the sandman I can stop one guy from taking my out while I run past him, but it doesn't do me much good if there's five guys right next to him.

As for bonk leaving a scout defenseless, I can only relate a memorable time where I was able to stay in the enemies intel in 2fort for around 15 minutes while I was very low on health, and being attacked by like five different people. I mainly did it using only bonk. Invulnerability coupled with a short cool down time, and then using it again had me running around while they pointlessly shot at me. I would then turn a corner and kill the one guy who came after me with a point-blank FaN and then use bonk yet again. It just kept repeating itself, with my getting health whenever I got the chance. All in all I'd say that bonk is very useful, but it's very situational.
 
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You just aren't being inventive enough.
Oh, I do know the things the drink is cappable of, I just don't like it. :P
It seems so boring to me. Hell, even the sandvich is more fun to use to me! I can't really tell you why I dislike the drink. It sounds good on paper, but I don't like how they did the drink and how it works.


-Calle
 
I like the pyro unlockables even though i only use the axtinguisher, its awesome! And the scouts are way too overpowered scouts and their sandmans....
 
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