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
** 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
** 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
* 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
* Why did the Soldier just get ANOTHER SOLO UPDATE?
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