It feels dumbed down and full of randomness. Movement is painfully slow at times, and as with CS:S, Source engine just doesn't seem right for multiplayer compared to e.g. Quake engines. You get stuck on little bits of geometry. TF2 maps do not adequately distinguish between space you can enter and space you can't, which makes rocketjumping/etc frustrating. Because you get hard countered all the time, have few weapons and no nades, and can't escape due to lack of movement, deaths mostly don't feel like your own fault.
edit: How did I forget the melee? Melee needs to be designed very carefully if it plays a large part in a FPS. TF2 has bog standard melee that deals enormous amounts of damage = fail.
That was my first impression, and it's still my impression. I have played about 30 hours. I regard it as a casual game - switch brains off, go pwn nubs on a public server. I get on the MVP list regularly, which says more about the average TF2 player than it says about me. Older Team Fortresses were skill-based, this is nub-based. I'd never have been at the top in them.
edit: How did I forget the melee? Melee needs to be designed very carefully if it plays a large part in a FPS. TF2 has bog standard melee that deals enormous amounts of damage = fail.
That was my first impression, and it's still my impression. I have played about 30 hours. I regard it as a casual game - switch brains off, go pwn nubs on a public server. I get on the MVP list regularly, which says more about the average TF2 player than it says about me. Older Team Fortresses were skill-based, this is nub-based. I'd never have been at the top in them.