thepj said:
Jazzyluv2 said:
first off, classes are not balanced, and if you think so then you are playing the wrong people.
1.Spy, pyro, sniper, heavy, and enji pale in comparison to the scout, soldier, demoman and medic.
2.The medic is obviously the most important class, if you think otherwise, you are playing on bad servers. The demoman is the most potentially versatile, pushing on the extremes of very strong pushes cause of his enormous damage output and very versatile weapon(stickies). And very importantly, the ability to sticky jump into combat is fairly important, but still not as versatile as a rocket jump, demo has to stay more dedicated to combat if he sticky jumps in.
3.Soldier is the next class that pushes on in versatility, able to attack the classes and more importantly defend the medic. with more consistent damage output than demo, he is the true all around guy pushing no extremes. The quick and easy rocket jumps of soldier allow him the abilty to push and retreat fairly quickly.
4.Scout, is the another very versatile class, with very high damage output, with good aim, scouts are scary, and i mean scary. can two shot all standard classes and has the speed to get to health. with the abilty to dodge spam, they are great at both covering flanks and strong pushes and picks.
The game is far from balanced, and the community is garbage going for tons of stalemate maps like any payload, 2fort, and dustbowl. With faster respawns and all that garbage.
There are literally like 5 good servers in the entire US out of hundreds.
i have numbered your points for ease.
1. not if you play them right, the spy, sniper, heavy, pyro and enji are more like niche classes if you ask me, don't attack with the enginier, set up a sentry to deffend and support your teammates with dispensers and teleports, don't jump in with the sniper, find somwhere high up and out of the way and sinpe from there, if not get behind some teammates or in an out of the way place and snipe, learn to make use of the cloaking device and disguises as the spy and kill enjiiers before you sap their stuff, with the heavy keep your minigun spooled up and get a medic if possible, don't try to move to fast, with the pyro try to find a way round to the side or back of the enemy if you can't then change class
2. the medic sucks in combat and can't hold his own, take out one of the pairing and the other goes down pretty quickly. the demoman has no direct damage and his sitckies can be blow away by the pyros compression blast, bad timing leaves him vunerable and he needs other classes to suport him
3. there's no denying that the soldier is the everyman, he's mid-speed, mid-damage and mid-health, and is thus beaten by the more spesialized classes, also the rocket jump isn't the easist to pull off and i've seen many people on a server try and fail to do one multiple times.
4. the scout is fast but has low health, he is beaten by other scouts and a few good shots for the other team should see him gone before long.
let me explain my position, ive been in competitive tf2 for quite some time, went to the recent GXL Lan in new jersey and was playing on the team that placed third.
http://zen.riiv.com/gxlunleashed/hfd93013#hfd93013
First picture in the album top left, yes, im a nerd.
The premise behind balance is that everyone plays them right. Balance doesn't matter if when people are actually pushing the limits of the class then it is balanced.
1. pyros can easily be countered in style, just stay back, they are just not that good against COMPETENT players. Against the average pubber, yes, but that's not the point of balance. Spies, against competent players are literally useless, enjies have no place outside of gravilpit because they just dont have versatility. heavy gets torn to shred by scout, soldier and demoman. Sniper is the only class that sees the light of day, but even then, it is only useful on a few maps against competent players, and is still, due to the nature of sniper in this game, not as reliable as the scout, soldier, or demo.
2. Demoman is the ULTIMATE direct damage class, if you didnt know when you fire a sticky, and explode it mid air, the next one you fire can explode slightly sooner, so you dominate the mid range with consistent, accurate stickies, and pipes are good at both long range spam, and close range direct hits. The best direct damage class out there.... HE EATS PYROS. If you dont have a medic in competition, you lose, no medic no staying or pushing power, yes he has low health, but all he should be doing is healing if there is EVER a person around him. Soldiers defend medic, medic heals soldiers.
3. Soldiers are the mid everything, pushing no extremes.... actually, no, they are fucking fast. you see, points about balance dont matter if people dont know how to push the limits of the class, if they cant rocket jump then yes, the class is weaker to them. But in potential, and more importantly practice, the soldier is better than, sniper, spy, enji, heavy, and pyro.
4. Scout... maybe, for bad players
http://www.youtube.com/watch?v=XTfW4tuNWJc
watch that, competent scouts, are very reliable at just taking down targets, one after another, even in groups, but heavier flankers to be honest, and covering flanks.
also, to the people that are calling me a troll... maybe i actually know something more about the game then you do... and i am contributing to the discussion