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    Team Fortress 2

    Game » consists of 12 releases. Released Oct 10, 2007

    The long-awaited sequel to the class-based first-person shooter Team Fortress Classic sports a unique cartoony visual style, more accessible gameplay, and a very large amount of updates and new features since its original release.

    The One Thing You Would Change about TF2

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    xruntime

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    #1  Edited By xruntime

    Personally, I think the game is TOO slow. Maybe not Quake or Unreal speed, but this game needs to be faster. The medic speed should be the slowest speed in the game.

    Since it's slow, a lot of the game is purely shooting instead of maneuvering and dodging (because that has a limited effect).

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    Demilich

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    #2  Edited By Demilich

    What are you talking about.

    The game is balanced to a perfection.

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    BigBoss1911

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    #3  Edited By BigBoss1911

    Everything.That game was so boring to me.

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    DanCarmichael

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    #4  Edited By DanCarmichael

    When I think of TF2, "slow" isn't a word that comes to mind.

    To me there doesn't seem to be any glaring problems or imbalances
    .

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    xruntime

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    #5  Edited By xruntime

    Come on, surely there's something you'd change? No game is perfect...

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    Subway

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    #6  Edited By Subway

    I would make it good on 360 =[

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    ZenGaijin

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    #7  Edited By ZenGaijin

    Nerf the Soliders rocket critical rate you don't even have to aim. If a solider gets a critical and you are anywhere near it you will die regardless of what class you are. I'd also make them spiral as no rocket is that accurate as it keeps flying through the air.

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    DanCarmichael

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    #8  Edited By DanCarmichael

    More variety in maps, but it looks like valve is onto that.

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    _blank

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    #9  Edited By _blank

    needs larger maps, 32 people on most of the maps quickly becomes a clusterfuck unless you get some teamwork and plow through

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    Demilich

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    #10  Edited By Demilich
    xruntime said:
    "Come on, surely there's something you'd change? No game is perfect..."
    Since you mention that no game I perfect, I agree.

    The gameplay is perfect, the locale is not. I'd add some different themed environments.
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    thordain

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    #11  Edited By thordain

    I'm happy with the game as it is.

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    crunchUK

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    #12  Edited By crunchUK

    it's a good game but it was kinda too slow paced for my tastes...

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    calf_exercises

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    #13  Edited By calf_exercises

    I'd fix the console versions, neither of them are good.

    but their isnt much rong with the PC version. And if you want a faster game play CSS

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    xruntime

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    #14  Edited By xruntime
    _blank said:
    "needs larger maps, 32 people on most of the maps quickly becomes a clusterfuck unless you get some teamwork and plow through"
    Oh, that's definitely true.

    @calf_exercise - But CSS loses just about everything that made TF2 unique! It's a different game, it's not just TF2 sped up.

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    Designer0

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    #15  Edited By Designer0
    xruntime said:
     The medic speed should be the slowest speed in the game.

    why?
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    Derios

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    #16  Edited By Derios

    I think the speeds fine.

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    xruntime

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    #17  Edited By xruntime
    Designer0 said:
    "xruntime said:
     The medic speed should be the slowest speed in the game.

    why?"

    Cause I just don't like slow speeds... anyways there's a mod thats out to fix that:

    http://www.tf2turbo.com/
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    BoG

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    #18  Edited By BoG

    I would love to see some cool new environments, but aside from that, the game rocks.

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    Worm

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    #19  Edited By Worm

    Medic should be slowest? Wtf? I don't think so at all. Medic's speed is awesome as it is- if he won't be fast he wouldn't get to heal them quickly.
    I think it would be great if you could costumize yourself more deeply, so that people could recognize you quicker, I mean, if there are 4 soldiers on a team, wouldn't it be cooler if you could change the looks of your helmet, your clothing, or style of shooting?
    What if you could shoot the syringe gun like a shotgun? so instead of rapid fire it would fire a slow powerful spread shot?

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    SpecTackle

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    #20  Edited By SpecTackle

    The only real complaint I have is how extreme the damage scaling is on both flamethrowers. I get that the closer you get to someone with it, the more damage it should do. However, I really think that the amount you do while as close as possible is higher than it should be by atleast 30-40%.

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    Demilich

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    #21  Edited By Demilich
    CynageN said:
    "The only real complaint I have is how extreme the damage scaling is on both flamethrowers. I get that the closer you get to someone with it, the more damage it should do. However, I really think that the amount you do while as close as possible is higher than it should be by atleast 30-40%."
    I'd be fine with this if they made the Flamethrowers realistic in their length. IE 50-80 meters.
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    Termite

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    #22  Edited By Termite

    Spy class needs to be tweaked a bit. He's practically the only one I find worth playing, but Valve seems to insist on making him the weakest of the classes.

    Soldier's crit rocket needs to be toned down a bit.

    Medic speed should be on par with the spies, so that the spy has a better chance of nailing the medic.

    Ubersaw's swing speed should be further reduced.

    Pyro's backburner's detection is a bit off. Too often I've been super crited from the front via the backburners ability.

    Demoman's sticky bombs have to be weakened a bit

    And Demilich, making the pyro's flamethrower 50-80 meters is just a stupid idea. They would have to tweak the ENTIRE game to fit it. A Pyro could be on practically any of the control points in the game and spin around wildly while shooting his flamethrower and the spy class would be worthless
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    SpecTackle

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    #23  Edited By SpecTackle

    Spies are fine. I have no problem catching up with medics since they generally focus on heavies, and most maps are tight small corridors anyway. Soldiers are fine, crit rockets and all. Infact, the latest nerf to the soldier needs to be removed so that I don't continually suicide from my own splash damage seeing as how I only move as fast as a snail on speed. Ubersaw is fine. I've been frontstabbed by spies faaaar more often than I've been critted from the front by a backburner, and the only justifiable change to stickies that I can see is removing crits from them, but I think they're fine.

    Edit: Correction, I meant front-backstabbed and not just simply stabbed in the front, of course.

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    Bansheebot

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    #24  Edited By Bansheebot

    Needs more Gravity Gun.

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    gamer_152

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    #25  Edited By gamer_152  Moderator

    The absence of a unit that can fire an all-encompasssing nuclear missiles which also capture intelligence and points instantly is a pressing issue but what I'd really like to change is the number of maps. Maybe it's because I've played a lot of Halo but the only reason I ever get bored of TF2 is because I'm playing the same maps over and over.

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    xruntime

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    #26  Edited By xruntime
    Worm said:
    "Medic should be slowest? Wtf? I don't think so at all. Medic's speed is awesome as it is- if he won't be fast he wouldn't get to heal them quickly.
    I think it would be great if you could costumize yourself more deeply, so that people could recognize you quicker, I mean, if there are 4 soldiers on a team, wouldn't it be cooler if you could change the looks of your helmet, your clothing, or style of shooting?
    What if you could shoot the syringe gun like a shotgun? so instead of rapid fire it would fire a slow powerful spread shot?"

    I like your idea.

    But I didn't say medic should be slowest. I said his speed should be the slowest speed in the game (that is, the heavy).

    Are flamethrowers really 50-80 meters in length? That's pretty long, the length of several houses.

    I don't really think Grav Gun fits in with the game (there aren't many movable objects anyways). HL2 DM if you want one...

    @Gamer_152 - Just join a server that uses custom maps, provided you're running the PC version?

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    gamer_152

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    #27  Edited By gamer_152  Moderator
    xruntime said:
    "Worm said:
    "Medic should be slowest? Wtf? I don't think so at all. Medic's speed is awesome as it is- if he won't be fast he wouldn't get to heal them quickly.
    I think it would be great if you could costumize yourself more deeply, so that people could recognize you quicker, I mean, if there are 4 soldiers on a team, wouldn't it be cooler if you could change the looks of your helmet, your clothing, or style of shooting?
    What if you could shoot the syringe gun like a shotgun? so instead of rapid fire it would fire a slow powerful spread shot?"

    I like your idea.

    But I didn't say medic should be slowest. I said his speed should be the slowest speed in the game (that is, the heavy).

    Are flamethrowers really 50-80 meters in length? That's pretty long, the length of several houses.

    I don't really think Grav Gun fits in with the game (there aren't many movable objects anyways). HL2 DM if you want one...

    @Gamer_152 - Just join a server that uses custom maps, provided you're running the PC version?

    "

    Unfortunately I'm running the Xbox 360 version.. I regret it but I'm not even sure if my PC can run it.
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    xruntime

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    #28  Edited By xruntime

    What's your stats? (go to system requirements lab, google it)

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    deactivated-5c5cdba6e0b96

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    I'd want the scouts to get some kind of upgradeable weapon like the medic,pyro and soon to be heavy.

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    #30  Edited By BlindEffekt

    I would make the pyro be able to use his flamethrower like the jetpack.
    Even though i hate pyro, that would be awesome.

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    SpecTackle

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    #31  Edited By SpecTackle

    All classes are eventually getting weapon unlocks, Bucket.

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    Demilich

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    #32  Edited By Demilich
    xruntime said:
    "What's your stats? (go to system requirements lab, google it)
    "
    That site is garbage. It said I couldn't run The Orange Box even on medium with an 8800GT, Dual Core and 2gigs of RAM.
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    BoG

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    #33  Edited By BoG
    CynageN said:
    "The only real complaint I have is how extreme the damage scaling is on both flamethrowers. I get that the closer you get to someone with it, the more damage it should do. However, I really think that the amount you do while as close as possible is higher than it should be by atleast 30-40%."
    Hopefully Natascha can fix any problems with Pyros coming to close.
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    xruntime

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    #34  Edited By xruntime
    Demilich said:
    "xruntime said:
    "What's your stats? (go to system requirements lab, google it)
    "
    That site is garbage. It said I couldn't run The Orange Box even on medium with an 8800GT, Dual Core and 2gigs of RAM."

    I wasn't aware that it told you it could run on a particular setting? All it says for me is whether you can run the game (Minimum) and whether you meet the recommended requirements.

    It's a great site, for most people it works properly. Don't know how it went wrong with you...

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    psr388

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    #35  Edited By psr388

    the lack of dlc

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    BoG

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    #36  Edited By BoG
    psr388 said:
    "the lack of dlc"
    dlc? Meaning downloadable content? What exactly would you want, aside from the consistent patches valve has and will continue giving?
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    BlindEffekt

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    #37  Edited By BlindEffekt
    psr388 said:
    "the lack of dlc"
    The new update is giving you 7 maps dude.
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    xruntime

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    #38  Edited By xruntime
    BlindEffekt said:
    "psr388 said:
    "the lack of dlc"
    The new update is giving you 7 maps dude."

    He's probably a console user >_>
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    Demilich

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    #39  Edited By Demilich
    xruntime said:
    "Demilich said:
    "xruntime said:
    "What's your stats? (go to system requirements lab, google it)
    "
    That site is garbage. It said I couldn't run The Orange Box even on medium with an 8800GT, Dual Core and 2gigs of RAM."

    I wasn't aware that it told you it could run on a particular setting? All it says for me is whether you can run the game (Minimum) and whether you meet the recommended requirements.

    It's a great site, for most people it works properly. Don't know how it went wrong with you...

    "
    I was thinking wrong, I meant the bar at the top which determines how far along your PC is to run it. It was wrong on several occasions.
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    tovan

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    #40  Edited By tovan

    I would just like Valve to make the spy more viable when you are around trigger happy enemies, right now there are way too many ways to die, not by your own fault, but by other player's paranoia.

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    Hewkii

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    #41  Edited By Hewkii

    Scout buff. that or make the Soldiers slightly faster.

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    xxNBxx

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    #42  Edited By xxNBxx

    too slow?  play turbine with fast respawn and tell me thats slow.  If you mean the characters them selves each class has to have a different speed other wise the scout would be pointless. 

    I do think the demo stickies need to be toned down a little but not much.

    Soldiers shouldn't kill themselves with like 2 hits from their own rocket,  whats the point of the rocket jump if they do.

    Spy's cloak is seen to easy

    A morter instead of the sentry gun would be cool for the eng (upgrade ofcorse)

    You could bring out the sniper and the eng updates at the same time and give the sniper spoter binoculars and he can call the morter strikes.

    Scout could use a light SMG like the sniper has instead of the pistol as an upgrade.  and a stun baton instead of the bat, to help him steal something and get away.  it could stun anything it hits for 2 sec  thats long enough for the scout to get out of there.

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    xruntime

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    #44  Edited By xruntime
    Demilich said:
    "xruntime said:
    "Demilich said:
    "xruntime said:
    "What's your stats? (go to system requirements lab, google it)
    "
    That site is garbage. It said I couldn't run The Orange Box even on medium with an 8800GT, Dual Core and 2gigs of RAM."

    I wasn't aware that it told you it could run on a particular setting? All it says for me is whether you can run the game (Minimum) and whether you meet the recommended requirements.

    It's a great site, for most people it works properly. Don't know how it went wrong with you...

    "
    I was thinking wrong, I meant the bar at the top which determines how far along your PC is to run it. It was wrong on several occasions."
    Oh, yeah, that could be wrong, I suppose.

    @xxBnX - Sure, but why not just up the speed of all the classes equally? The speed difference can still be there, but the soldier and heavy wouldn't feel like you're a turtle. And turbine is a very small map, on the larger maps it does become quite slow.
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    Sandvich

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    #45  Edited By Sandvich
    xruntime said:
    "... anyways there's a mod thats out to fix that:
    http://www.tf2turbo.com/"
    I find that to be totally ridiculous but different strokes for different folks.
    I think the balance and speed are just fine. I've clocked an obscene amount of hours on the game and I still occasionally find myself wanting to kiss Gabe Newell's fat face.
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    deactivated-5e12c8fcf3f2c

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    the hud in the 360 version can get really cluttered. there should be a way to make the hud elements smaller.

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    elbow

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    #47  Edited By elbow

    If I had to nitpick on a few things, it would be more a complaint on how some classes are handled.

    - I think the Heavy got shafted with this new update, Natacha specially. I like what Valve is doing with it, but come on, trading away 25% of damage just to slow the enemy down? How about increasing the critical rate by 10%, or increasing the Heavy's walking speed 25% as well as slowing them down, or heck, make the gun 25% more effective against buildings.

    - Give the Soldier a bigger clip again and faster reload. I have NO idea where people are coming from when they say the Soldier's crit ratio is huge, it used to be huge, but now it's abyssmal. You could go through three clips and not get a single crit, and that's saying a lot because that's 12 rockets already, which is what, half of his entire ammo count?

    - They should give the demo man an area of effect ability, something to the extent off, let's say he's got four remote grenades set up closely together, they should do more damage, like a bonus for having them close together. I think at times the demo can be really powerful, but that's if he's given enough time to set up; if you're up against a good team which is always pressing, it's difficult to get the best out of the nades since you're not given much time to use them accordingly.

    - The cloak speed of the Spy, it takes way, wayyyy to long for a spy to get into cloak, and get out of cloak. Not only that but that time that you spend getting in and out consumes valuable cloak power(don't know how else to say it). I also think that the cloak recharge speed should be made faster when the spy is not in disguise, and slower when he is.

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    Rockanomics

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    #48  Edited By Rockanomics

    Remove crits, *crsshhh* that is all.

    More than 1 you say?

    Spy's cloak needs to be rechargeable by something, ammo, kills maybe.
    And he needs less than 1000 disadvantages thrown on top of him.

    Show his actual health, or something, the 50% crap is an instant giveaway.
    Be able to switch/fire his fake guns.  Just various things so that spies actually have a chance to blend in.

    Additionally, instant backstabs. Make it play a an animation when your in position to backstab, but you can click as soon as it starts and you'll get the kill. Maybe a some nice butterfly knife tricks that end up with the knife raised and held upside down in position to make the backstab like now. (Watch "Team Fortress 2 Trailer 2" on Steam for the look) But that part's just aesthetics.

    Oh and freaking decouple the damn achievements from the unlocks, or just 1 achievement  per unlock or w/e.
    To me achievements are 1 of 3 types.

    1. The high-count type, awarded for just playing the class for a long time. (1 Million heal points for medic, 1000 assists for Heavy, etc)

    2. Medium count, awarded for playing or killing in a specific way. (10 underwater kills w/ pyro, 25 heavy kills w/ another heavy)

    3 Low or single count, awarded for something crazy/unusual happening. (The Rasputin for heavy, crit rocket reflection kill for pyro)

    But when you HAVE to do a large portion of those and you actually want to use a patch's new weapons, they become none of those thing.

    They just become some weird metagame that you have to squeeze out. There shouldn't be any reason that you would have your friend(s) come into an empty server so you can kill each other repeatedly in weird ways.

    You should just be playing the damn game with them. Besides it would probably decrease the time that EVERYONE plays the updated class at once.

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    Demilich

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    #49  Edited By Demilich
    elbow said:
    "- They should give the demo man an area of effect ability, something to the extent off, let's say he's got four remote grenades set up closely together, they should do more damage, like a bonus for having them close together. I think at times the demo can be really powerful, but that's if he's given enough time to set up; if you're up against a good team which is always pressing, it's difficult to get the best out of the nades since you're not given much time to use them accordingly."

    nononononononononono.


    This is specifically what Valve has said is wrong with Demomen. Three stickies is already enough to kill a Tier 3 Sentry, Dispenser and the Engineer. They call them 'winbombs'.
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    Rockanomics

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    #50  Edited By Rockanomics
    elbow said:

    - The cloak speed of the Spy, it takes way, wayyyy to long for a spy to get into cloak, and get out of cloak. Not only that but that time that you spend getting in and out consumes valuable cloak power(don't know how else to say it). I also think that the cloak recharge speed should be made faster when the spy is not in disguise, and slower when he is.


    - Give the Soldier a bigger clip again and faster reload. I have NO idea where people are coming from when they say the Soldier's crit ratio is huge, it used to be huge, but now it's abyssmal. You could go through three clips and not get a single crit, and that's saying a lot because that's 12 rockets already, which is what, half of his entire ammo count
    I do feel you on the speed, but as a tip, just start decloaking as your approaching your target, you have to be really efficient with the spy.

    As for the soldier, I'd say you haven't played enough good sollys, you wouldn't be saying they need any help with slinging rockets otherwise. But my main point is the crits, read this http://www.steampowered.com/status/tf2/tf2_stats.php . You'll see that it's pretty much normal for non-melee weapons, actually one of the higher ones. But the main reason people think such things about the soldier is just how powerful it is. Nobody thinks the demo is out of control if his crit nades just miss you and explode on the floor, or the sticky crit that was next to 3 other regulars that would have blown you up either way.

    The rocket just changes fights so dramaticly and quickly, you can be a scout and dodge 3 or 4 in a row with full health and think your home free to finish him off, but 1 stray crit that gets just too close evaporates you when you would have just gotten knocked around with a regular. Plus that's his main form of attack. While a super close crit shotty or scattergun can do the same thing,  those are also fired farther away as well where it will just do a fair amount more damage.

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