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13. Re: Team Fortress 2 Community Patch May 19, 2013, 01:34 deqer
Redmask wrote on May 19, 2013, 00:47:
deqer wrote on May 18, 2013, 13:37:
That's why Random Crits exists. That's why the Spy class exists(for newb players that couldn't cut it, using a normal class). That's why Ubers exists. That's why it takes 3 rockets for a soldier to kill a spy, instead of 1 rocket. That's why sticky guns exists for Demoman. etc. etc. The list goes on and on; I could list 100+ examples. But, meh.

Your statement is inherently contradictory. 'the game is so balanced its handicapped' makes no sense.

Those elements of the game you mention are not weighted towards a specific side, both sides can take advantage of them which means a winning side playing well will still do better than a losing side who isn't as skillful. The spy class has been around since the beginning and requires a lot of skill to play effectively, you should L2P before talking about things you don't understand.

I'm sorry you couldn't understand the way I explained it(handicapped mechanics), nor the examples I gave.

And you're picking on only the FEW examples I provided (out of the HUNDRED I could also provide from TF2). Random Crits is a prime example of handicap mechanics -- it "randomly" gives a player(regardless of their skill) a temporary unfair advantage. If you take away Random Crits, then you'll see a lot more "true wins" from a skilled team vs an unskilled team.

TF2 is built with many handicap mechanics which are also linked to many of it's nerfed settings, such as nerfed rocket damage and/or splash damage.

Giving the game a skillless class "Spy" (that can cloak), is another example. Sure, the other team can use "Spy" as well, but that's not he point.

Not to mention, TF2 adds more and more items(handicapped benefits) to the game. For example, now a Spy can decloak "silently" -- as if the class wasn't already handicapped enough(by having a cloak ability in the first place.)

This comment was edited on May 19, 2013, 01:54.
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