Team Fortress 2/Headscratchers: Difference between revisions

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* Wait, I'm confused...was there a Team Fortress 1?
** Yes, originally a mod for Quake, later re-released as [[Team Fortress Classic]] for [[Steam]].
*** IIRC, neither were offered for standalone sale or advertised, that might be the source of the confusion.
*** Team Fortress Classic was a separate mod made for the original Half Life based on the Team Fortress mod for quake. It WAS sold and advertised as a standalone game, and was featured in pretty much all Half Life 1 collections that were sold more than a full decade before Team Fortress 2 was released.
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** Probably something to do with how recent the injury is.
** I'm still wondering why ribs don't grow back, if teeth do.
*** Ribs CAN grow back (the Medic actually knows very little about medicine), especially if you have a machine implanted in your heart and the medigun's set to Regenerate. As for why Demoman's other eye didn't grow back, it's maybe due to the injury being not recent enough to be recovered. So there's a sort of time limit as to when you can regenerate certain injuries, or else you'll lose those things forever (such as if the Medic had not discovered the [[Über Charge]]ÜberCharge, Scout would still have a chipped tooth and so on, time paradoxes aside).
** Or it ''did'' heal the Demoman's eye, but he's decides to leave the eyepatch on. (Or he's too drunk to take it off.)
** The Medigun probably can only heal wounds and such. Scar tissue has already healed (albeit poorly) and therefore would be unaffected by the medigun.
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** A modified version of Badwater, according to Valve.
 
* What ''is'' the Pyro? I don't mean as in what gender, but in terms of gameplay, what are they supposed to be? Spy-checkers? Everyone can do that, the Pyro just makes it noticeable. Assassins? Spies and Scouts have them beat in every way, are much more inconspicuous, and Pyro doesn't even have a decent way of getting around the map. An [[Über Charge]]ÜberCharge counter? Really too uncommon to base him entirely on that. A friendly Engineer's best friend, and an enemy Engineer's worst nightmare? Spies have the nightmare part down and other Engineers can handle their friend's stuff just fine. A self-sufficient walking fire-ball? Well that's what he really should be, but Valve has rarely released Pyro weapons that go towards that play style. Every single thing I just mentioned regarding the Pyro exists in the forms of many different weapons of varying quality. Every other class has their role down-pat. Their unlocks branch them off to playstyles that they are suitable for, but not ideal for with standard unlocks. But the Pyro feels like a novelty class that exists only for Valve to throw silly stuff at and seeing what happens. Because even they don't know what the Hell the Pyro is.
** Short range combat specialist.
** Well Heavy has that covered what with all of the buffs he's gotten.
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** The compression blast is the very most important of his abilities. His fire can make the enemy run backwards to save themselves with water.
*** That's a very useful ability, too.
** Pyro is quite a Mario, excluding long-range combat (long range harassment still works, flareguns can make snipers bugger off for 10-20 seconds a time). The flamethrower is pretty strong in close-range, and he has maneuverability over the heavy and his minigun, can be used as a makeshift smoke grenade (though I cannot confirm the effectiveness of this strategy), and it's the single best way to spycheck in the game. One puff and a spy is screwed. The shotgun fills out medium range combat. Some of the melee weapons (mostly the Axtinguisher) help with the role of an ambush class, but the most multi-functioned of all is the airblast. It's about the best counter to an [[Über Charge]], can quickly kick out unwelcome visitors with ease, reflects most projectiles, and moves away sticky traps, and your mere presence on the battlefield may cause enemy soldiers to resort to shotguns, it also extinguishes burning teammates, and allows you to push a guy into a corner and kill him very quickly. Not to mention he also occasionally blasts people into huge ravines and off cliffs.
 
* If I remember correctly, the Engineer built all his unlocks himself when the Engineer update rolled around. So why is he holding the Frontier Justice when the Heavy and Medic pass by him and sniper in Meet the Medic?
** Obviously, the Medieval Mode time-travel screwup flung various objects from TF2's present into its past. Demoman also has a Scottish Resistance at one point in the video, and a couple Soldiers are wearing more recent hats.
*** None of the updates were necessarily released in in-game chronological order. The Engineer Update could very well have been before the events of "Meet the Medic", in the game universe.
**** Same goes for the order of the Meet the Team videos, considering that Medic's is all about the invention of the [[Über Charge]]ÜberCharge (and shows his prototype medigun).
 
* Why did the Soldier just get ANOTHER SOLO UPDATE?