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The trade system will be a total failure since there aren't many weapons available to trade, and people can easily get the weapons through random and achievements. The economy will be over saturated with the same weapons, and there will be no point in trading them.

Trading head ware? WTF this is TF2, a first person shooter, not an RPG.

Why is Valve wasting their time building something so useless?

The trade system will be a total failure since there aren't many weapons available to trade, and people can easily get the weapons through random and achievements. The economy will be over saturated with the same weapons, and there will be no point in trading them.

Trading head ware? WTF this is TF2, a first person shooter, not an RPG.

Why is Valve wasting their time building something so useless?

That's a bold statement. You assume that people can "easily" acquire the items through random finds and achievements. There are people out there that don't have many items because they can't be bothered to do achievements or simply don't have the time to wait for random item finds. It's a good system that will give people the chance to get the items they want. As for the hats, they're purely cosmetic. It's a nice way to make your class "unique". When people see you running around, they'll say "Wow, that person has a hat." I personally don't see a problem with it. In fact, I'm quite happy with my Spy hat. I almost always get complimented for it and it makes me feel like I'm my very own Spy, you know?

O ... dear.
+1

I think you misunderstood what I meant. I didn't mean "a Spy in real life" or anything. I meant, a unique Spy separate from all the other Spies.

s3n4te: How does having a hat mean you have no life? Please, explain. :)

Hit a little problem playing pipeline last night, cart flipped and refused to go up the ramp, needless to say we lost :p

Something similar happened while I was playing. Before the round start the cart somehow got tilted backwards and was only on it's two back wheels. Once the round started it didn't move for a few seconds then went back to normal.

Something similar happened while I was playing. Before the round start the cart somehow got tilted backwards and was only on it's two back wheels. Once the round started it didn't move for a few seconds then went back to normal.

I have that happen quite a bit. I don't notice the cart tipping backwards, but it gets "stuck" for a few seconds at the round start.

Hit a little problem playing pipeline last night, cart flipped and refused to go up the ramp, needless to say we lost :p

I was playing on Hoodoo last night on the final part and even before the round started the cart pushed itself all the way to the final CP. The defending team was not happy :p

Why are scouts so powerful? Balance has gone awol from tf2

Powerful? Far from it. They're the easiest class to kill. A reasonably skilled Demoman, Sniper, or Heavy can easily take out a Scout.

In general, especially the FaN, if it can knock the heavy back, why the hell doesn't it knock the scout back?!

The Force-A-Nature knocks back the Scout with the first shot. But it's a fairly weak weapon, unless you use it close-range.

Powerful? Far from it. They're the easiest class to kill. A reasonably skilled Demoman, Sniper, or Heavy can easily take out a Scout.

Not if the scout is intelligent in the way he plays ;) I mean, if the demoman is camping with stickies then it's easy for him to take down any class, or 4 people at once... Taking down a heavy as scout is 50/50, generally if you come from behind him and get a full shot on him, then he's easy to finish off after that.

Really the game is very situational (hence the scout vs heavy example), if you play each class in a certain way you can say each class is 'overpowered', or if you play them badly you could call them 'underpowered'. The game is actually very well balanced, except for the demoman for his reasonably high health, decent speed (Compared to soldier), and his insane damage output (Some people may say that his disadvantage is pipes, but they really aren't hard to aim, and most people just spam them into groups anyway and use stickies as primary :happy: ).

Edited by Minimoose

True. I guess the same could apply to any class (except for the Medic). I've seen some pretty skilled Scouts take out Heavies like nothing. I agree that the game is well balanced. The Demoman could be an exception. I find that you have to have a certain level of experience with that class to get kills. It's nice to get 4 or 5 kills at once when you lay stickies everywhere. :laugh:

True. I guess the same could apply to any class (except for the Medic). I've seen some pretty skilled Scouts take out Heavies like nothing. I agree that the game is well balanced. The Demoman could be an exception. I find that you have to have a certain level of experience with that class to get kills. It's nice to get 4 or 5 kills at once when you lay stickies everywhere. :laugh:

Yeah :rofl: or you forget you had any laid, blow them up and just get a random kill

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Engine

  • Fixed Day of Defeat: Source server crash when loading dod_jagd.

Team Fortress 2

  • Added a "Discard" button to the item pickup panel.
  • Added a backstab custom death animation to the Heavy.
  • Changed default for tf_arena_use_queue to 1. This was the original behavior prior to the last update.
  • Changed the Dead Ringer so it can be activated while carrying the flag.
  • Increased the Force-A-Nature's damage by 10%.
  • Fixed not being able to reflect arrows with the Flamethrower.
  • Fixed The Huntsman drawing a muzzle flash under lagged conditions.
  • Fixed the background color of the Spy disguise panel not always matching his disguise team.
  • Fixed idle players being kicked when the server has tf_arena_use_queue set to 0.
  • Fixed Spies not being able to sap a building if an enemy player was colliding with the building.
  • Fixed getting a real target ID on an enemy Spy that's disguised as one of your teammates if you are disguised as an enemy.
  • Fixed the Ambassador not shooting enemy sticky bombs.
  • Fixed Spies being able to automatically cloak after uncloaking at the moment of a weapon switch.
  • Fixed Jarate instantly exploding when thrown in some places, like the final area of Badwater.
  • Fixed spectators not having their items removed when they enter spectator mode.
  • Fixed Sniper "civilian" exploit where players could crash the server.
  • Fixed a couple of cases where viable backstabs would fail.

This topic is now closed to further replies.
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