Why is TF 2 better than other FPS's?

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TheYellowCellPhone

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Sep 26, 2009
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-Large customization
-Varied, large quantities of voice messages from each class
-Balance
-HUGE amount of free updates constantly being released
-Developers focus on the community -- with community-made items (Polycount update), maps (countless), and a new Beta for them to test their inventions.
-Said developers are also charitable to community, with the new stamp system and winners of the Polycount update got a percentage of money made from the Mannconomy store
-It's damn fun
 
Jan 29, 2009
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It isn't caught up trying to look "realistic". It drops the crap and has fun with itself, instead. Plus- because it's not as well known as, say, MW2, little kids don't jump on the bandwagon to be cool for their friends, so it is a *relatively* mature crowd (it's the internet, you'll never escape idiots).
 

cgmetallica1981

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Since when was TF2 even close to better than other FPS games? That title has always belonged to Bad Company 2, an actually unique, squad-based FPS that I never see hated on.
 

heyheysg

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Onyx Oblivion said:
TF2 has decent balance compared to most FPS games. Which is nice. It's not perfect, but it's more balanced that most of the shooter market. But if anyone actually claims the game requires teamwork, they are a liar.

It encourages teamwork, but it is entirely possible for a team of people working solely to fulfill their own goals, without a single thought to teamwork, to win regularly. Or even a medic-less team, too.

It's not...better...but it is different. And it's far from perfectly balanced. But you can't show me a perfectly balanced FPS. Because it doesn't exist
Yeah, that's the question about teamwork. I mean in COD or Battlefield you have teams, you have classes kinda and team work helps you win.

What is the difference between team work in these games?

Do they encourage it in an obvious way? Like Medic should heal high HP classes or that each class has an extremely specific task to do?
 

heyheysg

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Owyn_Merrilin said:
For me it's a combination of the variety, the balance, and the utter unrealism of it all. The game is almost as high mobility as the old arena shooters, and would be equally high if bunny hopping hadn't been taken out of the Orange Box version of the Source engine. Further, it has a playstyle for everyone, and each of those playstyles is a hard counter for another one. Is there an engie on the flag? Go demo, soldier, or spy, and take out his nest. Unhappy about that spy that keeps killing you? Go pyro and spycheck the crap out of everyone. I've played plenty of well balanced games, but I've never played one before that has such a strong sense of rock-paper-scissors, at least not in an FPS. It really is a unique game.

All that aside, it's not better than all other FPS games, just the vast majority of them. I've been playing a lot more of the older Battlefield games in the past couple of months than I have TF2, and they're different but I wouldn't say one or the other is objectively better. Stugeon's law may say that 90% of everything is crap, but there's so many FPS games out there that a fair few are really good.
So in terms of balance, there is something there that is obvious to the player. How come other FPS's don't seem to be able to do it? (The rock paper scissors thing).

And how is it that the OVERTIME always seem to come into 90% of the games I play?

That is pretty good balance
 

Kenny Doyle

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It's not. It's just a game that PC gamers think they can stand on and be smug about.

They had to change it into fuckin' Gaia Online for it to remain "popular", that and the mass amount of nerd appeal that goes into it.
 

DustyDrB

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Jan 19, 2010
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Onyx Oblivion said:
TF2 has decent balance compared to most FPS games. Which is nice. It's not perfect, but it's more balanced that most of the shooter market. But if anyone actually claims the game requires teamwork, they are a liar.

It encourages teamwork, but it is entirely possible for a team of people working solely to fulfill their own goals, without a single thought to teamwork, to win regularly. Or even a medic-less team, too.

It's not...better...but it is different. And it's far from perfectly balanced. But you can't show me a perfectly balanced FPS. Because it doesn't exist

If the two teams are both largely ignoring teamwork, then it's like that. But when one team has at least a few people working together well, then the other team isn't going to fare well if they don't do the same. That's been my experience, at least.
 

BanthaFodder

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it's just flat out fun. you can work as a team or just throw yourselves at the enemy, either way, you're helping you team to win. there's plenty of customization and it's all balanced quite well. the maps are fun, the art style is fun, the game is fun. play it.
 

Owyn_Merrilin

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heyheysg said:
Owyn_Merrilin said:
For me it's a combination of the variety, the balance, and the utter unrealism of it all. The game is almost as high mobility as the old arena shooters, and would be equally high if bunny hopping hadn't been taken out of the Orange Box version of the Source engine. Further, it has a playstyle for everyone, and each of those playstyles is a hard counter for another one. Is there an engie on the flag? Go demo, soldier, or spy, and take out his nest. Unhappy about that spy that keeps killing you? Go pyro and spycheck the crap out of everyone. I've played plenty of well balanced games, but I've never played one before that has such a strong sense of rock-paper-scissors, at least not in an FPS. It really is a unique game.

All that aside, it's not better than all other FPS games, just the vast majority of them. I've been playing a lot more of the older Battlefield games in the past couple of months than I have TF2, and they're different but I wouldn't say one or the other is objectively better. Stugeon's law may say that 90% of everything is crap, but there's so many FPS games out there that a fair few are really good.
So in terms of balance, there is something there that is obvious to the player. How come other FPS's don't seem to be able to do it? (The rock paper scissors thing).

And how is it that the OVERTIME always seem to come into 90% of the games I play?

That is pretty good balance
I'm responding both to this post and the one above it with this quote, so bear with me. The three games you mentioned, Battlefield, CoD, and TF2, all have very different sorts of teamwork. In CoD, teamwork is really unnecessary, and is in fact discouraged by the mechanics; grouping together is a bad thing when K/D is the main indicator of victory, and a single grenade can take out the entire team. None of the classes are a specific counter to much of anything; people generally make the best class they can with the weapons available, and try to get as many kills as possible.

In the Battlefield games, at least Battlefield 2, teamwork is absolutely necessary, but the form it takes is squads of six people, five of whom answer to the squad leader, and the sixth of whom answers to the commander. Orders trickle down from the commander, and the squads scramble to capture flags. A good squad leader can get his squad in and out of the spawn points, capturing them quickly and with minimal losses. The different classes can be used to counter specific things -- for example, every squad needs at least a couple player of the Anti Tank class, as well as a medic or two -- but they aren't quite as hard of a counter as the ones in TF2. The real power in the game is in the vehicles, and any class can use those.

As for TF2, my other post pretty much explained it. There's only so much any single class can do; a good team not only needs a decent spread of classes, it also needs members who recognize when to switch classes to counter something on the other team, as in the examples I mentioned. Unless both teams are full of rambos, team work is an absolute must; if one team is working togther, and the other isn't, the team that doesn't work together will be steamrolled. The same can be said for Battlefield, but not so much CoD.

As for the Overtime thing you mentioned, Overtime kicks in when the objective is partially captured by the team that would otherwise lose. For example, in a CP map, if the blue team has part of the final point captured, the game will go into overtime until they either cap it, or the meter runs out, and it goes completely back to red/uncapped. In a payload map, overtime lasts as long as there is someone from the attacking team on the cart. It's kind of an acknowledgment by the game that sometimes the the defending team has lost, even if the timer says they won.

To answer the last question, why the strategy in other games isn't as obvious as it is in TF2, I'm not sure. TF2 is almost RTS like in the way each unit counters another. In most FPS games, the differences in the overall abilities of the different classes -- if there even are different classes -- are minimal beyond what weapons they happen to be carrying. I can think of very few games that have classes as specific as the ones in TF2, and most of those are F2P games that came out after TF2.
 

tsaweeos

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Nov 5, 2008
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I don't play TF2 (I can't get into it) but I do like it a lot.
It's cartoon art style is refreshing to the FPS genre and lets be honest,
every FPS multiplayer game has the same generic, recycled game modes:
Deathmatch, Team deathmatch, CTF, king of the hill (aha hold area for X amount of time) or territories (battle field, cod, halo). Bomb/Defuse (Was great in Counter Strike but in other games it's meh.)
I'm sure there's other game modes I'm forgetting but at least TF2's Gold Rush freshens things up a bit and L4D's versus mode was pretty damn original.

I don't mean to sound like such an intense valve fan but those game modes are the only things I can think of (at the time of writing this) that are original in this genre.
 

heyheysg

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Owyn_Merrilin said:
heyheysg said:
Owyn_Merrilin said:
snip

I'm responding both to this post and the one above it with this quote, so bear with me. The three games you mentioned, Battlefield, CoD, and TF2, all have very different sorts of teamwork. In CoD, teamwork is really unnecessary, and is in fact discouraged by the mechanics; grouping together is a bad thing when K/D is the main indicator of victory, and a single grenade can take out the entire team. None of the classes are a specific counter to much of anything; people generally make the best class they can with the weapons available, and try to get as many kills as possible.

In the Battlefield games, at least Battlefield 2, teamwork is absolutely necessary, but the form it takes is squads of six people, five of whom answer to the squad leader, and the sixth of whom answers to the commander. Orders trickle down from the commander, and the squads scramble to capture flags. A good squad leader can get his squad in and out of the spawn points, capturing them quickly and with minimal losses. The different classes can be used to counter specific things -- for example, every squad needs at least a couple player of the Anti Tank class, as well as a medic or two -- but they aren't quite as hard of a counter as the ones in TF2. The real power in the game is in the vehicles, and any class can use those.

As for TF2, my other post pretty much explained it. There's only so much any single class can do; a good team not only needs a decent spread of classes, it also needs members who recognize when to switch classes to counter something on the other team, as in the examples I mentioned. Unless both teams are full of rambos, team work is an absolute must; if one team is working togther, and the other isn't, the team that doesn't work together will be steamrolled. The same can be said for Battlefield, but not so much CoD.

As for the Overtime thing you mentioned, Overtime kicks in when the objective is partially captured by the team that would otherwise lose. For example, in a CP map, if the blue team has part of the final point captured, the game will go into overtime until they either cap it, or the meter runs out, and it goes completely back to red/uncapped. In a payload map, overtime lasts as long as there is someone from the attacking team on the cart. It's kind of an acknowledgment by the game that sometimes the the defending team has lost, even if the timer says they won.

To answer the last question, why the strategy in other games isn't as obvious as it is in TF2, I'm not sure. TF2 is almost RTS like in the way each unit counters another. In most FPS games, the differences in the overall abilities of the different classes -- if there even are different classes -- are minimal beyond what weapons they happen to be carrying. I can think of very few games that have classes as specific as the ones in TF2, and most of those are F2P games that came out after TF2.
I think you're right that it is almost like an FPS where each player is a unit. Maybe the ultimate difference would be the K/D thing. Where points are rewarded for good teamwork. But other FPS' do give points (Killzone eg) for doing non killing stuff.

I'm going to go with Hard Counters as the reason for game balance
 

Bags159

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Mar 11, 2011
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Why is it that all of the people who like it can give long, thought out posts on why they like it, but everyone who hates it pretty much says, "no, it sucks". Hrmm?

I agree with what most people say in support of TF2. Anyhow, before the item shop I really liked to play TF2 because of its simplicity, the humor, artstyle, and balance. It still has the humor and artstyle but I really don't like the number of new items they've added, plus I've found other games to play and most of my friends don't play anymore.

It was a fun $20 game for three years though.
 

TerribleAssassin

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Apr 11, 2010
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Balanced. No Famas' in sight..

Unrelaistic. No gun metal grey.

and, the community isn't gargaling 5 year old racists. Put that together with good Dev Support and continous change that doesn't debalance the experience, and you are sorted.
 

PurplePlatypus

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Jul 8, 2010
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You can instantly tell who?s on what team and what class they are playing from any distance. You used to be able to easily tell what weapon they were using to but it?s getting a bit more difficult with everything that has been added. So basically good informative iconography.

It?s fairly well balanced.


Humour.


Free updates.


The marketing.


Hat sim.