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/tf2/ - Team Fortress 2

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File: 1427466395909.png (61.63 KB,250x250,1:1,250px-Engineer.png)

 No.2748

TF2 would be better without this class.
____________________________
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 No.2749

What? No.
The game just wouldn't be as fun without those forced chokepoints :^)
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 No.2750

>>2748

stop playing only one class.
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 No.2751

>>2750
>implying that particular implication
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 No.2752

On a competitive level?
For 6v6, he doesn't have wrangler or short circuit, so I'd argue that he's well balanced. Only useful on certain maps or holding last on 5cp. I wouldn't remove engineer there, he doesn't cause stalemates.
For highlander, he obviously belongs there.

For pubs, engineer is what really sets TF2 apart from other non-competitive FPS games to me. Players can choose where their team will hold a position. Different engineer styles offer different ways to play old maps. Without engineer, I believe TF2 would not have held on for so long.
Minisentries on pubs are arguably fun stoppers, I can't dispute that.

So no OP, engineer is a valuable, fun, class. Minis need some small tweak, I'd like them to have 60 HP so any class can destroy them, but not ignore them.

If you want a useless class, look at pyro. Now what does that offer? Bottom skill floor W+M1? High skill mediocre reward reflects? Frustrating airstun?
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 No.2756

>>2748
>TF2 would be better without this class.
>Sniper is not in the picture
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 No.2757

>>2756
b-b-b-but 450 hp heavies
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 No.2769

i wish that all engineers have a horrible accident and die painfully <3
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 No.2808

If you use sentries on KOTH maps: Kill yourself.
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 No.2829

As a habitual pyro I have no real problem with engies because no matter how many there are or how strategically they cluster and place things to complement each other, and no matter how retarded the rest of my team is, I can always eventually take them down by switching to demo, direct hit soldier, or switching back and forth between the two.

But a less support-heavy TF2 would be fun.

Imagine:

- No engis

- No snipers

- No spies

- No medics (or at least no ubers and medics themselves don't heal)

- No tiny claustrophobic spaces on main routes for demos/soldiers/pyros to camp

- No vast open plains on main routes for heavies and scouts to camp

It's the grind we deserve.

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 No.2951

Eat shit, it'd be perfect without spy.

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 No.2954

>>2951

It'd be perfect if they'd just fix facestabs and get rid of the dead ringer. It's le funneh trick if the spy is fighting a noob, but otherwise it's just a stupid waste of time when the outcome's already been decided.

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 No.2957

>>2954

I mostly dislike the damage reduction on the DR. It's fucking impossible to kill a DR spy when you're not a pyro or sacrificing your secondary slot for milk/jarate.

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 No.2964

Ax the demo. He's just a soldier who can't rocket-jump.

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 No.2969

>>2957

Yes, the DR is stupid, the whole point is that for it work they're supposed to think you're dead, and you sacrifice health while in harm's way to get to that point, and the gold watch will show on the body, etc

Adding resistance robs it of the whole trick-them-or-die, which is the point of the DR.

>>2964

Objection! You can detonate stickies whenever you want.

WHENEVER YOU WANT.

The applications are awesome, though they really should nerf stickies some.

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 No.2973

>>2969

>>2957

>>2954

The biggest thing I hate about the dead ringer is it seems like people don't even use it to trick people, they just use it as a "click here to not die" button. It lets them avoid being punished for being obvious and outplayed.

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 No.2974

the game would be better if there was a hard limit of 2 on sniper, hoovy, and spy on every server.

no team needs a you to go sniper, you're not even good.

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 No.2975

>>2974

I mean, it's really annoying to check your team composition and see that yet again your retarded team decided to go majority spy/sniper. However, the downside of of a limit is that inevitably the 2 spots will be filled by the shitty scrubs on the bottom of the leaderboard and then a competent player can't switch.

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 No.2986

File: 1432502242075.gif (1.43 MB,550x400,11:8,1430031215227.gif)

>>2752

if mini sentries had health to be destroyed in one hit, they'd effectively be turned into glorified target practice/rocket food. there would be no point in focusing on mini sentries since one stray rocket would destroy one and you wouldn't even have to notice you spent that rocket

were this situation to be true though, mini sentries would have to be drastically buffed, like having them only cost 50 metal or actually deal much more significant damage, to make them an effective weapon.

just because you cant learn to focus your sights for a few seconds on a smaller target that cant move but deals decent damage doesnt make the mini sentry unbalanced or OP, it just makes you a bad player.

I have never had any issues with minies except as scout and MAYBE pyro.

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 No.2992

>>2973

Exactly, which is the opposite of what it was for, so the DR even existing at all is stupid. Hell, it should make you take mini-crits so you can't use it when on fire. It should mark you for death but without the icon. That would be completely fair.

>>2974

And medic, and make the sniper limit 0.

Actually, if I ever get the time and familiarity with Source modding, I'm going to run a server that gives Sniper a goatse peephole in every scope.

>>2986

I'm pretty sure minis were basically made to fuck with dickass scouts who just abuse the FaN and speed to fuck around forever. Minis really aren't that bad as pyro, you just have to have good timing and situational awareness.

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 No.2998

File: 1432663338451.jpg (60.22 KB,450x346,225:173,1431535800297.jpg)

>>2808

mini sentries are fun as hell on koth maps tho.

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 No.3042

Playing engineer on koth and ctf is simpler because no part of the map becomes irrelevant due to capture progress. That's why that class is so annoying in those maps: no downtime while movin' that gear up.

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 No.3050

>>2752

Just because the class is balanced doesn't mean it should be in the game

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