New Team Fortress 2 trailer

Yeah but the new ones graphics bug me, especially the run animation. Also it seems as though the enemy doesnt know how to shoot but sure as hell knows how to run into bullets and fall off ledges. O well ill still get it since its packed with portal and that game looks tight.
 
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<3
 
RaiderX said:
Yeah but the new ones graphics bug me, especially the run animation. Also it seems as though the enemy doesnt know how to shoot but sure as hell knows how to run into bullets and fall off ledges. O well ill still get it since its packed with portal and that game looks tight.


Okay, well first of all, you're looking at a demo trailer made to showcase each class in the game. It was scripted and doesn't show ANY gameplay, so of course the AI isn't going to live up to anything... :rolleyes: BTW, you DO know it's strictly a multiplayer game, right?

I for one love the new style. The cheesy 70s music and James Bond-ish theme makes me crack up every time I watch it. A light-hearted, goofy FPS is something the genre needs more of, imo. It's an FPS with loads of personality... can't wait to play it.
 
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It's more like The Incredibles in style than James Bond.

And screw Team Fortress Classic. If you've never played the original TF for Quake, you fail.
 
Skaw said:
It's more like The Incredibles in style than James Bond.

And screw Team Fortress Classic. If you've never played the original TF for Quake, you fail.


I was referring to the over-dramic roles of each character class as James Bond-like, not the graphical style itself. Congrats, you tripped and fell into the superficial category. :wink:
 
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Your edit changing your easily misleadable remarks sure made the fool out of me, Raziella.

And I stand by my remark about TFC, it became an abomination. I mean really, nerfing Rocket jumping? Way to make Soldier totally worthless for offense.
 
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Yeah i know i was kidding about the AI. But i still dont like how the game looks.
 
Skaw said:
Your edit changing your easily misleadable remarks sure made the fool out of me, Raziella.


Haha, yeah 'cause adding that crucial 'S' to correctly spell 'James' was such a tide-turner.
 
Are the jobs balanced? I mean, butterfly knife vs chaingun?
 
Claxton said:
Are the jobs balanced? I mean, butterfly knife vs chaingun?


The spy is about undetected assassination, ofcourse his melee weapon is going to be strong. But ofcourse, to balance that out, he has the 2nd worst HP/armor combination, behind scout, and light weaponry(Though, the tranquilizer gun has utility causing enemies to run slowly.) Hallucination grenade does what it says, confuses anyone under the effects. Doesn't do any damage, but people will see explosions around them, projectiles coming towards them, grenades landing near them, etc.

Heavy has the highest hp/armor values, and the Chaingun can tear through people, but he has a severe movement penalty because of that. Has the mirv grenade. Does an initial explosion like a hand grenade, but releases more grenades around it. Great for clearing out snipers on battlements.

Medic and Engineer have okay weapons(Eng: Shotgun, Med: Nail gun/light SMG) but they have other utility, as you saw in the trailer, the Engineer can lay down a sentry gun, as well as repair armor. I think he has a self armor regeneration, it's been a while since I've played TF, but the medic is why I think that. Has the ability to carry extra ammunition to give out to teammates, rearm/upgrade Sentry guns, or create another item, the ammo dispenser(think an ATM with Bullets.) Hand grenades and EMP Grenades for detonating enemy engineer creations.

Medic can cure people, or give enemies a sickness(damage over time.) He also has a self health regeneration. Hand grenades and Concussion Grenades(Disorients target, forcing them to move in directions they aren't actively trying to go toward.)

Sniper, while having the strongest damage per hit weapon in the game, it has a "charge" timer(meaning weaker when just shot like a normal gun, you have to hold down fire and release to reach full damage.) While charging the shot, you move at walk speed. He has a scope for long distance/pinpoint shooting, but it limits your visibility, making you susceptable to close range enemies(Such as the Spy in the trailer.) Originally had 2 different kinds of grenades in Team Fortress, Hand Grenade and Flare(lit a dark area,) but was only given hand grenades in Team Fortress Classic.

Scout has below average fire power, and the lowest hp/armor combo. Balanced by the fact that they can detect enemy spies disguised as friendlies, and they're the fastest runners in the game, making them suitable for capturing objectives. They don't have offensive greandes, but rather concussion and caltrops(slows the movement of anyone who steps on them and strikes them with light damage,) for setting enemies back from him even further.

Demoman is all about explosives, main weapon is a grenade launcher with two modes, timed and triggered. Detpack special ability for booby trapping rooms or blowing up/blocking objectives. Not great for newbies on servers that have friendly fire or if enemies get up close to him, or have powerful ranged weaponry(Sniper.) Has the Mirv grenade like the Heavy.

Soldier is the most well rounded. Good HP/Armor, wider range of weaponry(RPG and Shotgun, as well as a pistol side arm) and average run speed. Good for Defense and Offense alike. The ability to rocket jump allows them a bit more mobility at the cost of self damage. Has the Nailbomb grenade, a timed release 360 degree shrapnel projectile vomiting disc.

The last class, not featured in the trailer in the thread, but from the official trailer on Steam, is the Pyro. A lot like the Soldier, but instead of a large damage, single target weapon like the RPG(granted, it has splash, but it's significantly weaker than a direct hit,) he packs the Flamethrower. Focusing on doing light initial damage in a widespread area. Any target hit doesn't take a huge amount of damage initially, but suffers a lot over time while on fire. Generally doesn't last long, but enough to take a good chunk of your health away. The flames can be put out by jumping in a body of water, and because of this point, the Pyro isn't too great at getting in fights while swimming. One of his grenades is the Napalm. Sets an area on fire, engulfing anyone in its range.

Each class has a flaw that gives another class an advantage over them, and thats where the balance lies. The only exception is the Soldier, as they're pretty much the middle ground, theres no real advantage/disadvantage because of so.
 
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