Stock engineer is better on offense than defense

(Note: This article was co-written with SilverAlen, and it was originally his observation. Thanks Alen!) The key here is “stock” Engineer, but after some time playing him I’ve noticed that he’s honestly more important to his team on offense than defense. At least on pubs. Why? Hear me out! If engineer is on a dedicated offensive team, enemies are less likely to push and less likely to destroy his nest. Even when they do, they usually do not prioritize him. Defensive teams tend to use the Kritzkrieg or Quick-Fix, so you are less likely to get ubers. Spies will typically… [Continue Reading]

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TF2 vs. TFC: Who would win?

A long time ago I made a thread just for funsies, Who would win in a fight; the TF2 team or the TFC (Team Fortress Classic) team? After fifteen pages and several necros, the consensus appears to be: probably TFC, but both teams have a lot of pros and cons on their side of the table. So, without further ado, I’m going to look at each of the nine classes from TFC and TF2 and compare which outclasses his counterpart. There are obviously a myriad of other factors like grenades, random crits, unlocks, and bunnyhopping that would have to be… [Continue Reading]

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Not So Great Expectations

The other night, I watched a film called I, Frankenstein. It was a very silly film, not in an intended comedic sense but in a way where people who review films will just sigh and point out every single bad bit until they get bored and start talking about how Slumdog Millionaire changed the world or whatever. Nonetheless, despite its bad reviews, I sat down and watched it and I quite enjoyed it. Alright, the film was nothing special, the plot was basically Van Helsing, Dogma, Dracula, John Dies At The End and every other similar god-monster-demon-related film put together,… [Continue Reading]

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TF2 What If? Det Jumper and Gunboats Demo

Evidently, making edits to the item text file in your TF2 folder allows one to play around with the stats of the various weapons.  Today, I experiment with two fairly commonly suggested/asked about weapons for Team Fortress, both specializing in mobility: A detonator jumper for pyro, and a gunboats-like grenade launcher replacement for the demoman. For the det jumper, I modded the entry for the detonator so it would have zero self-damage.  I tried it out on Viaduct with a bunch of bots.  Tecnically this detonator still damages other players, but for the test I only used it for jumping,… [Continue Reading]

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Why the Heavy Failed

The Heavy arguably represents the most argued aspect of TF2, perhaps only next to the mutilated pile of animal bones that may have once been the random critical horse. From Xxx360tommy420 to ESEA invite players, Heavy has been called overpowered, boring, painful to fight against,  painful to play, and many more terms that may not pass the pink hearts filter. So why is heavy so, for the lack of better terms, broken? At the stock level, Heavy appears to be a kind of anti-scout. Sustained rather than burst damage, cripplingly slow speed rather than mobility, track rather than twitch, the… [Continue Reading]

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In Between – Hybrid Weapons?

The other day, I was browsing the Team Fortress wiki when I stumbled across the Short Stop. To me, the Short Stop has always been one of those  ‘in between’ weapons. It’s a scatter gun and it’s a pistol. It’s a good idea and I used to use it quite a lot in the Milkman set, but the poor hybrid gun is rather sickly, due to all the changes it has endured. Then it occurred to me, what if we had in between weapons for other classes?

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