Do you miss grenades?

I don't miss them at all. No grenades makes gameplay faster, more fluid, and more direct. It means the classes are more differentiated and co-operation between them is more important. I think people are underestimating the potential complexities of the game - some complain about accuracy but it's clear that with TF2 Valve are trying to decentre aiming, to undermine the primacy of twitch-headshot reflexes and shift emphasis to other, perhaps more tactical areas of skill.
 
Yes and no. It was one of the ways all classes could defend against sentries. But the spamming for no good reason sucked.
 
I don't miss grenades at all, except as you guys are saying sentries are a bitch for some classes now.
 
I don't miss grenades at all, except as you guys are saying sentries are a bitch for some classes now.

Exactly. Get a soldier, demo, spy or heavy to take it out for you. They're not the end of everything.
 
I must admit, people seem to kill my sentries often. The only people I kill are ones that constantly run into them...
:p
 
Yes but this removes depth from the game, artificially evening the gameplay out by removing features that advanced or experienced players use.

So it'll be easier for people to get into the game, but it will become repetative and boring after a while because it only takes a day explore and master all the classes - compared to weeks or months to master things like conc jumping and detpipe tricks.

I really like the game and it's quite fun, but already I can see it getting boring fairly quickly (compared to quakeworld customtf which I still play 7 or 8 years on).

Adding specialist grenades per-class (e.g. smoke/hallucinagenic, mirv, emp, fire etc.) or even restricting them down to two types of specialist grenades (say smoke for sniper/spy/engineer/medic and explosive for soldier/demo/heavy/pyro) would go a long way for a little effort.

My my few cents...

I don't think it could have been put any better, I mean... not everyone looks for this in a game, hense why the Sim sells so well. But generlly speaking I think you are on the same page when I say how much I miss grenades.

I get much more satisfaction and fun out of double and triple concing past all the defenses of the enemy to capture the flag. I don't think I stop moving past around 20 mph as a scout in fortress forever. I have played team Fortress for god knows how long now and honestly it rocks. I love fortress forever! WOWOWOW! I LOVE YOU GUYS!
 
Just to add, people seem to take Team Fortress very litrally, I mean. just beause your a medic it doesn't mean you actually heal. The game in its initial quake release was obviously some what of a fluke in terms of how it actually played out. Medics not actually healing and such. But still. The game has evolved and kept that weird balance that it started with and still had done until Team Fortress 2.

Like for instance, as a scout your advantages for not having grenades are that your fast enough to run around sentry guns.

Medics have grenades to help there reduction in speed to get past soliders and heavy weapons.

Soliders have small amounts of ammo and slow reload to help them balance where there power goes.

Enginers can protect and still push forward adding a mid dynamic instead of just a bash the sentry.

There is one thing that Team Fortress has always lacked and thats bringing the alternative classed more into play. Demo and Pyro arn't used that much in compeitive gaming, they are fun in public games but quickly see there limitations. But then again this is exactly the same as Counter-Strike. I mean, you don't see anyone in CPL using the Mac10. But does this make it a bad game? No. Basiclly get across the point that just because a medic doesn't heal it doesn't matter. Don't look at the name. Look at the gameplay. Who cares what the class is called.
 
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