TF2 Updates: In Flagrante Delicto

Posted February 2, 2010, by Shaun Rykiss    Comments (28)

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*Editor’s Note. (Or, “TF2 Updates: In Flagrante Delicto, V1.1 Article Patch.”)

We goofed! As many have already pointed out, there are a few areas in the article that were reported incorrectly. See below for the updated info, and thanks for the feedback! Mostly, we blame the economy. And boats.

  • Blutsauger contains the same rate of fire as the standard needle-gun.
  • Natascha contains the same cyclic rate of fire as the standard mini-gun.
  • Natascha contains the same amount of ammo as the standard mini-gun.
  • The Razorback no longer slows the Sniper’s movement speed.
  • Buff Banner, when activated, last for 10 total seconds, not 14.
  • Axtinguisher hits result in half the normal damage of the standard Pyro axe if an opponent isn’t on fire.

An interesting thing happened to me this past month. For over a year I’ve been in Valve’s corner promoting their use of class updates to keep Team Fortress 2 (TF2) fresh. I commended them for their dedication to the community and a now older game. Despite a barrage of jokes and stabs at the new armaments, I yelled at my online colleagues for criticizing Valve on giving us more, free content, regardless of balance issues. But now my trust is shaken.

The most recent Demoman/Soldier update has caused me to question Valve’s method of upgrading my beloved game. They violated the main mechanic of TF2 quite severely, instilling feelings of both anger and sadness. Long considered my favorite multiplayer game due to its rich balance of class-based combat, unique art style, and more character than a Jim Carrey movie, I’ve noticed a waning interest in the shooter. The class updates were designed to fix this for gamers like me, offering new equipment, maps, and game types to keep things new and compelling. It is now painfully obvious where Valve, still my favorite game developer, has failed.

TF2
In a multiplayer game so heavily weighted towards teamwork, no single class should be a one-man army.

The progressive class updates should all have followed a succinct set a rules to help maintain the overall balance and integrity of the game. It should have looked something like this:

1) The equipment should not be upgraded in effectiveness, rather the gear should offer an alternate method of playing the class.
2) The equipment should be based exclusively on the designated role the class was designed for (Demoman for explosives, Sniper for long-range support, etc.).
3) The equipment should not alter the specific role of the class.
4) The equipment should not be designed to inhibit a specific class or group of classes.
5) There should always be noticeable disadvantages and advantages to using any select item  when compared to the other options available.

These hypothetical rules should be in place to strengthen the consistency of the game’s delicate balance that gamers initially fell in love with. Valve did a great job maintaining the overall balance between classes, but looking back, some serious errors were made that slowly but surely degraded the quality of the game. How exactly has the new equipment violated these rules? Let’s take a look at each defined class and explore the respective overarching effects of their corresponding armaments.

Note: All equipment discussed reflects the current effects granted as of the most recent patch.

Medic

Support class designed to boost the combat-effectiveness of teammates through buffed health and continuous HP flow.

Updated Gear

1) The Blutsauger – Alternate primary weapon that trades the Medic’s passive HP regeneration for HP-Leach attack. Results in a slower fire rate.
2) The Kritzkrieg – Alternate healing gun that grants 100% critical hits to target ally when fully charged and activated (omits invulnerability); faster charge-up to reach potential deployment.
3) The Ubersaw – Alternate melee weapon that grants 25% ubercharge upon hitting an enemy. Slower attack speed.

Verdict: The Medic update offers players an alternate way to tackle their class without changing the overall role. Players must still support their teammates to be effective, but are rewarded for efficient use of alternate weaponry, though at a greater risk to themselves. The Blutsauger trades damage for self-sustaining aid, and the Kritzkrieg offers a perfect alternative style of play. The Ubersaw is a little more troublesome, as its reduced attack rate does not hamper the overall improvements of the weapon, thus you would be hard-pressed finding a Medic who does not use the Ubersaw over the original Bonesaw. A more severe penalty should be present when choosing the former.

Pyro

Flexible class designed for close-quarters crowd control and hit-and-run tactics. Most effective when ambushing and patrolling set areas.

Updated Gear

1) The Backburner – Alternate primary weapon that deals critical hits when attacking from behind. Equipping it results in the loss of (new) air-blast ability.
2) Flare Gun – Alternate secondary weapon that offers a mid to long range attack; appropriately, it lights enemies on fire.
3) The Axtinguisher – Alternate melee weapon that grants critical hits when successful contact is made to immolated enemies.

TF2
This baby is perfect for snuffing out
the lives of burning enemies.

Verdict: In theory this update is flawless, offering ambushing Pyros a weapon that made them more effective at their style of play while lowering their effectiveness when attacking head-on. The flare gun is a perfect counter for Snipers and other long-range enemies, but because of its difficulty in use, it rewards only those willing to practice. The Axtinguisher and the newly added air-blast are the icing on the cake, increasing the Pyro’s supremacy as a close-quarters class. Unfortunately, the Backburner received rather negative criticism due to hit-box glitchiness similar to the Spy’s backstab, and the stigma that only “n00bs” use it. Still, the update offers players numerous styles of play without overpowering the class, and limiting his (or her?) overall effectiveness to up-close-and-personal combat. While not technically an alternate, the addition of the air-blast function completes the default flamethrower, making it one of the most versatile weapons in the game.

Heavy

Bullet-sponge tank class designed to lay down suppressive covering fire; buys teammates time while absorbing heavy damage, conserving your comrade’s hit points for both attacking and defending of key areas.

Updated Gear

1) Natascha – Alternate primary weapon that reduces damage dealt, but slows enemies upon projectile contact.
2) The Sandvich – Support tool that replaces secondary weapon. Heals 100% of hit points over a period of time. It’s damn noisy to eat, and it leaves the Heavy immobile while consuming. Can be dropped and picked up by other players for a 50% health gain.
3) The KGB – Alternate melee weapon that grants five seconds of criticals upon enemy death. Slower attack rate.

TF2
Not since Wolfenstein 3D has nutrition
been so important in gaming.

Verdict: This update marks the decline of Valve’s efforts. Natascha, in theory, is a good alternative to the faster, more potent Sasha, but it’s crippled by the severe reduction in damage per second and most importantly, the lack of an increase in total ammo. To be truly effective, Natascha should fire at the same cyclic rate as Sasha, if not faster. And, since it requires more bullets to kill an enemy, Natascha needs the total ammo increase. The Sandvich is far more effective now than it used to be, however it’s still a terribly ineffective alternate item to a class that should be utilized in the heat of battle instead of running out of the fray to replenish his own vitals. An example of a more successful  replacement would be a set of body armor that increases HP while lowering run speed. The KGB is another example of a good idea gone awry, as the Heavy has already lost the majority of his critical boost by the time he switches to and revs up his mini-gun. However, since Heavies rarely use their melee attack whatsoever, it remains a decent option.

Scout

Offensive class designed for speed and hit and run tactics at a distance; serves as an irritating distraction for the enemy to support the progress of his team.

Updated Gear

1) The Force-A-Nature – Alternate primary weapon that reduces the number of shots per clip, increases damage, and reduces effectiveness at mid to long range; knocks enemies backwards on successful hits (also launches the Scout backwards if fired while in the air).
2) Bonk! – Replaces secondary weapon. When chugged, it grants invulnerability for a short period of time, followed by a period of reduced speed immediately after.
3) The Sandman – Alternate melee weapon that launches a baseball, stunning enemies on successful hits; potential stun times are based on the distance the ball travels. The Sandman reduces the user’s total hit points by 15.

TF2
If only the product was as enjoyable as advertised.

Verdict: The Scout update marks the beginning of Valve’s attempts to improve the effectiveness of a class at the expense of its established role. The Force-A-Nature is actually a great alternate, offering players the ability to punch through an enemy line but forcing them to make their shots count, and also giving them an extra jump when used properly. The Bonk! energy drink comes out with a passing score as well, as it gives Scouts the ability to further support their teammates by distracting enemies, and players are forced to use the drink carefully as the ending effects leave you vulnerable. The Sandman is what ultimately ruined this update, and ultimately began the unraveling of overall balance among classes. While it has since been patched to be less powerful, the Sandman, besides frustrating enemies, does little to promote the given role of the Scout class (invading enemy territory and bothering enemies). A more useful and less troublesome alternate weapon could have been traps that the Scout drops (with a limited number) that slows enemies who pass over them.

Sniper

Long-range support class designed to eliminate priority threats to the team; uses scare tactics to intimidate enemies from entering into key areas.

Updated Gear

1) The Huntsman – Alternate primary weapon that trades long range precision for medium range effectiveness.
2) Jarate – Replaces secondary weapon with a throwable jar of urine; causes enemies under its effects to take additional damage when hit (mini-criticals). Reveals cloaked Spies and puts out burning teammates.
3) The Razorback – Replaces secondary weapon for a shield that covers the back of the user; blocks a single attempted backstab by an enemy Spy. User has reduced run speed while the Razorback is equipped.

TF2
A wooden shield that only blocks knives?
Actually that sounds about right…

Verdict: All things considered, the Sniper update is one of the best. The Huntsman offers Snipers who’re tired of sitting yards away from the frontlines the ability to be effective at a medium range, while maintaining the key element that embodies the Sniper: precision-based potential damage. Some argue that the Huntsman requires little skill, however, only the most effective players will top the leader board while using it. The Jarate jar, while criticized for its profane origins (it’s a jar of urine), is actually a brilliant addition for the Sniper. It allows him to further support his team in an alternate method to killing enemies; it helps teammates deal additional damage, it reveals enemy Spies and even douses the flames of charred compatriot. The Razorback is also a fine addition with the exception of a single dynamic: it’s designed with the sole purpose of countering one specific class (the Spy). It’s tempting to let this one slide, as the Razorback indirectly forces Spies into the open instead of attacking as far from behind as possible (where Snipers tend to be located), however, the fact remains that the item serves no other purpose. No spies on the map? Yeah, it’s useless. I’d be more satisfied if the shield actually blocked bullets and absorbed explosive damage, eventually breaking when a certain amount of damage is accrued.

Spy

Stealth class designed to infiltrate enemy territory, survey enemy positions, and neutralize enemy Engineer equipment and take out strong enemy forces.

Updated Gear

1) The Ambassador – Alternate primary weapon that offers pin-point accuracy on first shot; capable of critical headshots, followed by a period of reduced handling (cooldown). It employs a slightly reduced fire rate.
2) The Dead Ringer – Alternate cloaking device that, when activated, cloaks the user immediately upon taking damage, leaving a decoy body behind to fool opponents into believing you’re dead.
3) The Cloak and Dagger – Alternate cloaking device that only loses power (a necessary element required to remain invisible) when the user is moving.

TF2
The Ambassador isn’t just about looks!
It’s got great personality too.

Verdict: Like that of the Pyro, the Spy’s new arsenal is as close to flawless as an update can get. In conjunction with the back-stab, the Ambassador offers players a lucrative alternative means of attack via the headshot, which deals massive damage at the cost of reduced accuracy following the initial blast. This promotes shooting from less compromising positions – maintaining the Spy’s overall ineffectiveness when attacking head-on. Valve smartly chose to focus the other two pieces of equipment on the Spy’s methods of cloaking himself, each offering a different style of play. The Dead Ringer allows Spies to feign their own death, giving them a chance to slip behind their enemy, convinced of their demise, with more than enough time to position himself for a backstab. This is a ploy that promotes the creativity of the user, who may choose to activate the device before entering the battle, or after receiving some damage to further enhance the effect. The Cloak and Dagger allows for deeper penetration of enemy territory, permitting Spies to camp key chokepoints while simultaneously lowering the learning curve for newcomers. It greatly reduces the mobility of the user, however, as each step saps precious cloaking energy.

Soldier

Offensive blitz class designed for aggressive and mobile front-line combat; deals and absorbs heavy damage.

Updated Gear

1) The Direct Hit – Alternate primary weapon that fires a faster rocket projectile; removes more of target adversary’s health upon contact, but with greatly reduced splash damage. Deals mini-crits when tagging enemies in the air.
2) The Buff Banner – Replaces secondary weapon with a horn that charges up as the player damages opponents. When fully charged, the horn can be sounded to grant nearby teammates 14 seconds of mini-crits.
3) The Equalizer – Alternate melee weapon that scales movement speed and damage based off the user’s hit points, at an inversely proportional rate, i.e., the less health the soldier has, the more devastating his mobility and swings.

TF2
Brilliant weapon? Or overpowered insta-kill
for 1/3 of the classes?

Verdict: Overall, the Soldier update proves successful. However, it suffers from offering items that are almost too effective. The Direct Hit is theoretically a great alternate, rewarding highly accurate soldiers with increased damage, but like the Scout’s Force-A-Nature, forcing them to make their shots count. The problem with the Direct Hit is twofold. One, at certain ranges the difference in skill required to hit a target is greatly reduced. A Soldier using the Direct Hit at close-mid range won’t have too much difficulty hitting his target. He’ll also have little worry of injuring himself, since there’s a negligible area of explosive effect.  And at any range, the weapon is an absolute nightmare for Heavies. The mini-criticals are also questionable considering the weapon is already far more powerful than the default rocket launcher. Inappropriately, even moderately skilled Soldiers are scary when equipped with the Direct Hit,  as it carries the destructive potential to instantly kill four of the the nine classes  with a single blast (Scout, Sniper, Engineer and Spy). To balance this weapon the firing rate as well as the damage should be greatly reduced, further emphasizing the need for precision. I’d also remove the mini-criticals when shooting opponents from the the air, but Soldier’s everywhere will argue against me to their last dying breath. The Buff Banner is an interesting addition that gives Soldiers a more team-oriented purpose, and due to the player’s need to constantly inflict pain, using the item is well balanced. The Equalizer is another weapon that questionably allows the player a huge advantage at close range when he’s low on health. The problem is it offers no real disadvantage for usage over the default shovel. But Valve seems comfortable with this idea for all their updated melee weapons. Overall, the Soldier’s assault role remains intact, and with a few minor tweaks the update could shine.

Demoman

Defensive class designed to inflict enormous amounts of suffering, most effectively used in tighter quarters where he can dish out splash damage and set up explosive traps. Very talented at destroying enemy Engineer’s structures.

Updated Gear

1) Scottish Resistance – Alternate sticky-bomb weapon that allows for the placement of additional explosive charges that can be detonated in groups; sticky-bombs are assigned a longer arming time as a disadvantage.
2) The Chargin’ Targe – Replaces the sticky-bomb launcher with a shield that grants resistance to explosions and fire; bestows an ability to charge forward at light-speed, dealing gargantuan damage upon contact with enemies. When coupled with the Eyelander, grants criticals upon charging.
3) The Eyelander – Alternate melee weapon that initially reduces the users max hit points; deals criticals when coupled with the Chargin’ Targe (upon charging); increases health and damage dealt with each progressive kill (has a cap limit).

Verdict: The bane of the class updates, the Demoman’s attempted refurbishing is painfully implemented. By itself, the Scottish Resistance is a great alternate to the default sticky-bomb launcher, allowing players to choose to take a more defensive role and lay more traps. Players are forced to face the bombs in order to detonate them, making camping much more difficult. The Chargin’ Targe, however, is horribly designed, and when combined with the Eyelander, absolutely mutilates the Demoman’s general role on the team. Neither weapon has anything to do with demolitions, short of granting the player fire and explosive damage resistance. The Chargin’ Targe and Eyelander instead morph the Demo into a close-quarters combat class, a role prior reserved for the Pyro. Neither weapon satisfies a need that the Demo class  lacked. In fact, the updated equipment eliminates any specific role for the class while the items are equipped. Worse, the pairing of the weapons creates a close-quarters class that is arguably more effective than the Pyro. A number of preferred alternates can be thought of, for example a satchel of tossed grenades that encompass a slow rate of fire and delayed detonation time, but enjoy massive splash damage. This hypothetical weapon would be useful for displacing enemies holding an area or control point.

TF2
Last time I checked, demolitions involve explosions, not dragon slaying equipment.

Conclusion

At this point in time, the Engineer is the only remaining class that hasn’t been officially updated, and one wonders what direction Valve will take when developing his new equipment. Valve has started an unfortunate trend of designing items around the fictional narrative of the characters themselves, instead of focusing on the role the classes play on the team. For the most part, each class has received updates that have been balanced (through field-testing and minor ongoing tweaks) quite well. But sadly, it only takes a few unbalanced items to ruin the once-perfect flow of the game. Each update has rendered the Heavy even more useless than before, and his now ancient updated equipment fails to help him serve the role he was designed for in the first place.

TF2

What lies in store for the game after the final class update is released? Obviously, the addition of aesthetic items like hats, the new crafting system, and the recently announced community-made custom items (approved first by Valve to be placed in the random drop system) are all welcome additions. Ironically, the feature I most crave from is a “vanilla mode” that would remove all class updates and revert the game back to its perfectly balanced glory days before the Spy defiled the purity of the Scout’s mother, and Saxton Hale had yet to reveal his manliness to the world. Unfortunately, a vanilla mode has not been announced, nor do I think Valve is seriously considering offering a game mode that negates the years of hard work they’ve put into their updates.

TF2
Think Valve’s hats are goofy? Wait until the inclusion of community-made items.

While a lot of this is wishful thinking, I nonetheless ask that Valve reconsider some of the updates, and in fact replace or greatly modify a number of the items now available in the game.

28 Responses to “TF2 Updates: In Flagrante Delicto”

  1. I play Pyro and Medic mainly and I feel each update is good. buSay what you want about the backburner, it encourages players to NOT run in like an idiot, but to play smart and try and ambush the other team. In other words, how the pyro should be played. Agreed about the bonesaw though, that needs some kind of bonus that is somewhat appealing.

    • Bucket Brigade

      Well, before the pyro update, I was one of the few who knew how to play pyro, but since people are idiots when playing pyro Valve decided to make the back-burner to show the users how to play.

  2. ...

    Next time you write on of these get your facts right. Natasha does not fire slower than Sasha the sound just makes it seem that way.

    • Chris C.

      You’re right. We take everything back. Natascha is the best most useful updated weapon ever released in all of online PC gaming history.

      Oh, incidentally: http://tinyurl.com/yl9sxz4

      • No-Name

        He never said Natascha was the best gun. Besides he is right, the gun has the same fire speed of .1 per second. While he is fixing his grammar, maybe you should fix your comprehension ;)

        Generally I agree with this article. Natascha was the only thing I disagree with. Aside from other heavies, this gun is very useful, also helps new players more imo. The gun helps make targets easier to hit and any classes running away.

        I do not get why you do like Backburner more then the Natascha. (yeah the BB suits the pyro a bit more, but you also need to compare it to the other gun(s)) I guess people will have their opinions.

        Good work on the article.

        • Chris C.

          Yeah, I’ll relent that most of my irritation here lies in the Heavy being my primary class (I’ve got about 240 hours invested in him). I mean come on, the Soldier gets a mini-crit flag, a goddamn amazingly strong (in the right hands) rocket launcher, and I get a pair of lethargic gloves that I’ll never use and a fuckin’ sandwich? Grrr.

    • Nagisan

      I agree with “…”, you also missed out on a few key points on some weapons. For example, the Axtinguisher does 50% normal melee damage to non-burning enemies (a crucial part in its balance). The Blutsauger has the same rate of fire as the syringe gun (you mention it is slower, when it is not). The razorback (as I mention below) does not reduce the users speed. The Buff Banner gives 10 seconds of minicrits, not 14. The DH does not need that much of a nerf, all it needs is random crits removed so it cannot 1-hit anything with less than 138 health from any distance due to a random crit. The mini-crit on an opponent in air is ONLY if the person was pushed into the air from an explosion, so that part is perfectly fine as juggling with the DH is much more difficult.

      Not bad though, you only got 5 of 24 weapons wrong in one way or another.

  3. Darthcaboose

    I gotta disagree about you with the Demoman’s close-combat kit. Yes, it did change the basic functionality of the class. Yes, it doesn’t have much to do with explosives. However, it’s a very interesting trade-off that sort of creates a psuedo-10th class in the game; the Demo-Knight. Quite good at staggered melee attacks (remember, the eyelander doesn’t crit unless you charge with it, and you’re still in trouble if another class gets a melee crit on you) in exchange for his awesome area-of-denial power.

  4. NotJim

    “A Soldier using the Direct Hit at close-mid range won’t have too much difficulty hitting his target.”

    Only true if they’re positioning/moving badly, and even then without the splash you lose a lot of secondary uses with it e.g. kritz, spamming in crowds.

    Also you can’t just splash anything next to you by hitting your foot due to the low splash radius, it works both ways.

  5. Wow, great article. I’m not sure I’ve ever seen the updates so (IMO) flawlessly evaluated. As you mentioned, the Pyro and the Sniper updates were definitely two of the best and even the Solider and Demo were interesting in a way, but my interest has long since waned for this aging game.

  6. Nagisan

    Also, the razorback does not reduce a snipers movement speed. You could have at least checked tf2wiki before posting about all the unlocks when half of your statements about the weapons are wrong.

    Not saying it makes razorback useful, they need to make it more like the Targe for that to happen, but still, go check out tf2wiki and fix the numerous mistakes you made about the weapons if you expect anyone to take it seriously.

  7. tim

    good read. i seldom agree with almost everything someone says about those updates. the only thing i really dont see is the demo’s sword and shield being even close to as effective as a pyro. i think a half good pyro with the standard flamethrower would pwnstroy the best melee demo.

  8. colwag

    I disagree with the Demoman should only be used for demonlitions, just because of his name. I like the idea of shifting his class role into a different one entirely.. mainly because I’m against anything that makes anything a vanilla demoman better in just about any situation. It’s already the most flexible class in the game, bar none. Your opinions on how effective the Melee Kit demo is respectable, but purly disliking the kit for not being explosion oriented is not something I can get behind.

    Also I am the terrible soldier who can’t hit anything with the direct hit. I suck at this aiming thing.

    • colwag

      Oh, a few more things…

      If we’re to trust the leaks, there are plans for more updated items for the classes, such as the Heavy’s Gloves of Running Urgently or the Spy’s fireproof suit. Obviously, they’re not set in stone (and personally, I’m not a big fan of either), but Valve’s not exactly done with unlockable items after the Engineer update… unless they make the Engie update also a miniclass update for all the other classes.

      Also, I think there are server side settings that take away the unlockables. But I’m not sure on that. Join one of them if you want to be a purist.

  9. Elliott

    Great analysis. It covers the general pros and cons of each update and an alternative solution to each. I usually main a defensive spy, both DR and regular IW. I don’t have any issues with any of the updates specifically and rather enjoy the Spy alot more after his update. One thing I immensely enjoyed about the Spy class is the ability to be way aggressive in gameplay. His original design seemed to be more for taking out key harassing classes such as snipers as well as penetrating through the defenses. With the Dead Ringer though, I can play alot more aggressively and rake out kills after kills. I’d say Valve is experimenting with each updates and trying to develop a newer playstyle for each class. I’m sure they were well aware of the consequences that would follow.

  10. “Note: All equipment discussed reflects the current effects granted as of the most recent patch.”

    If this were true, TF2 would be a broken game.

    The Blutsauger and needle gun fire at the same rate. Natascha and Sasha fire at the same rate. The Axtinguisher does half standard melee damage and can’t crit on non-burning enemies. The Razorback no longer reduces movement speed. The Targe’s “gargantuan damage upon contact with enemies” is 25hp. You criticise without actually knowing the game.

    You say quality is declining… yet seem to love the Spy, Sniper and Soldier updates, three of the four most recent. You argue against class counters and changing playstyles, yet Sniper is the one which changed the nature of the class most of all, and is the only update with a specific anti-class bias. I must ask, do you even know what you are arguing for?

    Your reaction to the Direct Hit is exactly the same as mine was before I’d actually used it or seen it in action, which is somewhat telling. Direct Hit damage falloff is dramatic, meaing the instakill to the light classes only happens at very short range, where a sniper/spy/scout/engineer is dead against a soldier anyway. In practice, with the damage falloff it’s very well balanced and only noticeably better against heavies. Reducing damage or rate of fire would make it significantly worse, and the midair minicrits make no real difference to gameplay either way outside of the most skilled soldiers.

    For all of you crying that the heavy is underpowered: Look up the TF2 steam class stats. Heavy shares the highest points earned per minute in the game with Medic and has alone the most kills per minute. The sandvich makes him a fantastically survivable class in the hands of players who know when to leg it. If you’re not doing well with Heavy, the only thing I can advise you to do is learn to play.

    There are many flaws with the updates, and this could have been a good opportunity to point them out; unfortunately, most of your complaints seem to be based on not actually knowing anything about the game.

    • Nagisan

      I agree with you mostly about your thoughts on the DH, the only thing I disagree with is a scout in short range with a soldier is the only low HP class that stands a chance. The other 3 classes, you are right, they are likely dead already. The scout however is the only low HP class that can give a soldier a run for his money. Most soldiers beat scouts with splash damage, a scout vs a DH soldier requires the soldier to get a direct hit on the scout, otherwise the scout will walk right through him. As a scout, when I see a bad soldier using the DH (by bad I mean they still try for splash damage), I charge them and kill them. It makes me happy seeing the general methodology think the DH is always better, so they use it, cant hit crap, and get killed more easily by scouts.

  11. dsi1

    Oh man, I got to Sandman and you wrote exactly what I expected you to, people never bothered to learn how to play with the Sandman, and they just cried and cried about it. Think about what you wrote for a second, if the Scout’s job is (partially) harassment, how does the Sandman NOT harass enemies? (Well, ok, it doesn’t harass enemies anymore, but it used to!)

    Of course that paragraph set the course for your thoughts on the Demoman (I wrote this line BEFORE reading your Demoman rant, so predictable!).

    The Chargin’ Targe is obviously related to the Demoman, in more than one way, first of all, it grants resistance to explosives (Wikipedia Demolitions), and fits the Demoman’s heritage, what with both the Shield and Sword being traditional Scottish weapons.
    I’m surprised you don’t hate the Razorback, I mean it shouldn’t be in the game, what with being AUSTRALIAN AND ALL, not to mention the Huntsman.

    “Each update has rendered the Heavy even more useless than before, and his now ancient updated equipment fails to help him serve the role he was designed for in the first place.” Really? The Chargin’ Targe and Equalizer are indirect BUFFS to the Heavy’s Natascha, he is the anti-demoknight and anti-equalizer class.

    As it is, the only unbalanced weapon is… uh… Sandman, underpowered, all it needs is the old stun mechanism back. As for overpowered weapons? Lets see…
    DH: Learn to dodge.
    Demoknight: You’re being countered Soldier, I know that is new for you, it’ll be ok.
    Equalizer: To be effective with it, you need to be at <30 HP, that is less than a mag's worth of the Engineer's pistol to kill you.
    Natascha: Anti-Scout, Anti-Equalizer, Anti-Demoknight.

    "Think Valve’s hats are goofy? Wait until the inclusion of community-made items." Yeah, because Valve is going to add joe-schmo's horse dildo hat to the game, I always wonder where people got the idea that Valve is going to put everything put infront of them into the game.

    Besides, if you don't like it, MW2 is always sitting there, guarantee you won't get any of that big bad free DLC/community support there.

  12. Spidery_Yoda

    I disagree with nearly the whole article.

    The Sniper update added the #1 annoyance ever to grace the game – The Huntsman. It made the Sniper easily be able to beat the Heavy at close range. It made the Sniper easily able to beat the Pyro at close range. The thing is a joke.
    And the Razorback. Being shot 2/3 times at point blank range instead of backstabbed makes a huge difference huh? Needs to go back to the drawing board.

    The Spy update was terrible terrible terrible. The Ambassador promotes bad Spy gameplay by making him run around trying to headshot enemies instead of backstabbing them. Every time I see a teammate attempt to fight someone with the Ambassador he dies because it’s rubbish.
    The Cloak and Dagger promotes doing nothing at all. Little is more infuriating than watching your team’s Spy while you’re dead and watching him do absolutely nothing for the whole 15-25 seconds because he’s sitting in a corner with his C&D activated. The Invis Watch made people carefully manage their cloak and then ATTACK.
    The Dead Ringer is another huge annoyance to the average team member. You try and kill the Spy and he just comes back. And again. And again.

    The Spy Update was terrible. Just terrible. Every single weapon promoted bad Spy gameplay and added nothing good to general gameplay.

    The Chargin’ Targe and Eyelander combo is incredibly fun. It’s just fun. It’s very hard to use because nearly all classes have powerful counters to it, but it’s still a lot of fun to use. So what if his name doesn’t match his new weapons? Valve went the next step with their class updates and made an entirely new class with the Close Combat Kit. Kudos to them. The Demoman got a great update.

    I do agree that the Heavy got the short end of the stick though. Worthless new primary weapon, and his other 2 unlocks do nothing to help him in the average firefight either.

  13. Lucien

    Oh how I love these failed ‘gaming’ sites with their high school dropout writers, desperately trying to garner attention with their entry-level skills and understanding of gameplay mechanics.

    Concerning the sandman, you wrote: “besides frustrating enemies, does little to promote the given role of the Scout class (bothering enemies).”

    pffhahaha

    • I recommend looking at the rest of the material instead of basing your views on one piece.

    • Chris C.

      Holy shit you’re right! Boys, pack it up. We’re shutting down the site. Thanks Lucien, you’re clearly the bright shining light at the end of humanity’s literary tunnel; we owe you a ton.

      • Withering sarcasm really doesn’t make your arguments less flawed, your research less bad or your writing any good.

        • We try to maintain a higher level of quality in our work here, which I believe shows in other things we have published. However, that quality can only be certain by the things in which the staff writes, not necessarily the freelancers. This piece was written by one. As editorial staff, it should be our duty not only to copy-edit articles, but also to check the information given out in the actual piece itself. For this specific one, we failed at checking the information. I thank everyone commenting to set the story straight, and we’ll absolutely be more thorough in the future.

        • Chris C.

          It was, um, an attempt at humor. Oh well. In all seriousness, I’ll mimic what Keenan is saying. Yeah, we certainly dropped the ball on double-checking the research (as we state at the top of the article). But as the writing’s arguments and assertions go, well, those are the author’s internal opinions.If you find them flawed, well, that’s your right, and a personal choice. We can’t “fact-check’ authorial intent, after all.

          I’d encourage you to traverse the rest of the site before passing a blanket-statement final judgment on Game Central. Chances are, there are plenty of other articles that will suit your personality and tastes. I hope you don’t condemn the entirety of the website’s narrative content off a singular Op/Ed piece…

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