What's so good about tf2
Started by: Laser | Replies: 32 | Views: 1,232
Phosphorus2Posts: 1,360
Joined: Jul 2008
Rep: 10
View Profile To be fair, the updates are a major thing screwing TF2 up.
Whenever a class update comes out, there's twelve scouts, or snipers and spies, or demomen and soldiers on my team. I as a medic gotta keep all those useless-shit demomen alive for no goddamn reason. The weapons are also messing it up. For example, the scout weapons. The scout is supposed to run around, staying at a fair distance with his shattergun, and a longer distance with his pistol, right?
Well, as soon as I get outta my base I get his with some baseball and some jerk comes running up to me with that overpowered shotgun. How balanced. Wasn't the demoman supposed to be defensive, not bashing everyone with a shield? Medics were supposed for heavies, not freakin' sandwiches.
ITP: angry player who doesn't know how to adapt
LN3uq2Posts: 2,457
Joined: Dec 2004
Rep: 35
View Profile and someone who doesn't understand that a medic+soldier combo is better than medic+heavy
General DouchingtonBannedPosts: 3,669
Joined: Jul 2007
Rep: 10
View Profile To be fair, the updates are a major thing screwing TF2 up.
Whenever a class update comes out, there's twelve scouts, or snipers and spies, or demomen and soldiers on my team. I as a medic gotta keep all those useless-shit demomen alive for no goddamn reason. The weapons are also messing it up. For example, the scout weapons. The scout is supposed to run around, staying at a fair distance with his shattergun, and a longer distance with his pistol, right?
Well, as soon as I get outta my base I get his with some baseball and some jerk comes running up to me with that overpowered shotgun. How balanced. Wasn't the demoman supposed to be defensive, not bashing everyone with a shield? Medics were supposed for heavies, not freakin' sandwiches.
Well, obviously, if a class gets updated, people are going to want to play it to get the new weapons, right?