Blizzard TF2

I would prefer the respawn timer being doubled, myself.

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It’s not like it’s counterstrike where you die in 3 seconds and have to wait 15 minutes to play again.

tf2’s somewhat lengthy respawn timers feel less boring than overwatch’s trudging back to the actual game, probably because I could like, grab another beer from the fridge while I wait to respawn, or spectate on the action instead of walking through empty corridors.

bottom-line: overwatch is “walking through empty corridors”

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TF2 never really grabbed me like Overwatch did. I don’t really know why this is, but figuring it out would probably require more playing TF2.

I think part of it is the match time, honestly. The giant never ending standoff of TF kinda just doesn’t appeal to me.

Also, if trudging is that big a problem, there are a lot of characters that make the trudge not even a thing? I dunno. Having a good teleporter character whose name I forget is helpful as well.

long runs back to the action make overwatch maps feel like they have a lot of unused space in them, which is the main issue I have with it – in TF2 there was a lot of unused space, but the spawns were usually much closer to the action points than they are in overwatch so you weren’t aware of it until you moved to the next phase of the game

it’s that slightly annoying thing of having to be active but not really paying attention. I have to press the keys to move my character to the action, but I might as well not be playing until I get there, which could be solved by literally having me not play for a little bit longer and then spawning me closer to the action

I like the game though! if I were to buy a multiplayer FPS this year it would probably be overwatch. but it’s also reminding me that I should be playing splatoon instead and why did I stop I’m such an idiot

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[quote=“spacetown, post:168, topic:1573, full:true”]I like the game though! if I were to buy a multiplayer FPS this year it would probably be overwatch. but it’s also reminding me that I should be playing splatoon instead and why did I stop I’m such an idiot
[/quote]

I had the same thought a few weeks ago, then I remembered I stopped because of all the lag, the lack of any sense of meta progression in Turf War which is my favorite mode, and getting matched with publics that are often much worse or much better than I am.

I can’t tell you how many times I wanted this game to have wow’s auto run keybind. probably not something you want to have someone think about your FPS.

I haven’t played TF2 in forever, but do the spawn rooms actually move within a game or are we just talking about the teleporter without actually saying that?

I only played TF2 close to launch pre-first new weapons update, but the spawn points didn’t move during the round itself – each map (at least the control point maps) was composed of 3 sections on which the stages would take place, and each round was played on a section. the spawns would change per section but not during the round itself

from a casual outside perspective, TF2 seems like it’s been through several MMO-grade revamps, can you still play it like it was at launch but with bug fixes? Isn’t progressing through a half-dozen semi-distinct iterations of the core concept the new normal for games like these?

More on-topic, could someone please link me to some basic level layout maps that illustrate exactly what you’re all talking about with trudge/respawns, maybe also showing objectives/key locations? I’ll never play this game but after all the commercials I’ve seen it lingered in my subconscious enough that I dreamt I had to brainstorm alternative ways of handling this issue.

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The only way to play vanilla TF2 is the (dead) 360 version.

nah, there are plenty of stock-only tf2 servers and that is at least what I mean by ‘pre-hat’ tf2.

in other words, not interested in playing with all the original bugs or the occasional bad balance (demos were hell of broken in 2007)

thanks

Wow. I’m a little shocked to hear people saying vanilla TF2 is best. But this is SB.

They added a lot and gave a whole symphony of player options through the Hayday of secondary weapons. Things were still tight, but just seeing a class only gave you half the story of what was coming at you. But pretty much every main secondary weapon made the player move differently once they figured out how to use the thing. Scouts became more vertical with the force-o-nature, Spys became more patient, Snipers became something else, ect.
Nothing was really lost but so much was gained in that era.

RIP best online shooter, you went too far… and now have waaaay too many MLP servers, I’ll never understand that connection.

I think everyone agrees it was the best when everyone just had 2 weapon choices (I could never hate the axetinguser), it’s just much easier to find vanilla servers.

yeah, stock plus the first few weapon sets may actually be better I guess. Stock only is the only one possible to find.

Initially, my enthusiasm for Overwatch was middling at best. ‘Initially’, of course, being when Daddy Warbucks, Robert A. Kotick decided that his new WoW couldn’t out-WoW the old WoW and repurposed the scraps of Project Titan into something that could print money marginally faster. Middling was all the enthusiasm that was required; the Price was Right, at free to play (before Rich Uncle Pennybags, Robert A. Kotick altered the deal, pray he doesn’t alter it any further). I didn’t mind optional cosmetics as a revenue stream.

Forty American dollars up front, however, was a nonstarter. Multiplayer balance is a tricky proposition, one I can be accused of downplaying on occasion, but Blizzard Entertainment has been the Clown Prince of imbalance since the Bloodlusted Ogre of 1995. It was only at a semi-recent discussion amongst friends where I learned that the Overwatch roster has ballooned to twenty-one, which evoked from me an eyes-bugged-out guffaw at just the thought of Blizzard trying to even the scales. Still, for all I knew, this could be the one Blizzard pulled off. My brother and I set out during open beta weekend to investigate.

In fairness, glaring issues aside, they did better than I would have expected.

At any rate, our post-mortem discussion included trying to pin down at what price point we would have purchased the game, in its current state. A fruitless exercise, as Blizzard PC games don’t go on sale so much as they depreciate, but entertaining nonetheless. Certainly not $40. Besides ‘free as they originally advertised’, we settled on probably around $15, which will never happen. So, at the end of beta weekend, all internal hype for the game died.

Enter Taco Bell with the reverse master troll:

So, I guess I’m playing this videogame now. I’m a Roadhog man!

Still, I give it six months at the outside before Scrooge McDuck, Robert A. Kotick starts double-dipping in the revenue stream and introduces in-game purchases.

I don’t think they ever said the game was going to be FTP. Just vague answers that they were deciding on its business model until they finally announced a price.

Maybe it’s because I play fighting games, but I think it’s really weird when people act like $40 is a high price to pay for a multiplayer game like this. Unless you just don’t like the game much.

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