Part 2 of the Crysis demo “review” is up. Part 3 will wrap things up. Then it’s back to Left 4 Dumb.
Team Fortess 2: Classes
Just short of twenty hours. That’s how much I’ve played Team Fortress 2 since Friday. Most of that time was spent in our new digs at the Twenty Sided TF2 server. It’s been great to meet and game with so many of you. Thanks to everyone for keeping the server fun & friendly.
Since I spent the weekend playing instead of writing, I don’t have much to say this week. So let me just give my quick impression of the classes. EDIT: No longer “quick”. I just spent a couple of hours on this that I should have spent elsewhere. Oops.
I’m twenty hours in and I still feel like a newbie. This is an impressive accomplishment on the part of Valve. It’s a game where you can jump in and begin making a meaningful contribution right away, but still be discovering new things after twenty hours. (Keeping in mind that most modern games are over after about ten.) “Easy to learn, difficult to master” is a highly desired attribute in game design, and they have nailed it in Team Fortress 2.
The classes are well balanced on both a personal and team level. There’s a class for almost every style of play, and each class serves a key purpose within the game. Some people pick a class based on what they want to do. Others pick one based on what the team needs. In the end it usually works out and you end up with a well-rounded team. Once every few games you end up with a bad mix, but the teams reshuffle on the next map change and the problem usually sorts itself out.
I get a lot of questions in-game about what class I like and what classes are good to start with. So I thought I’d give a run down of my thoughts so far. This is not intended to be a comprehensive guide. This is just an overview for the curious. If you’re looking for a robust strategy guide, I suggest Googling it or reading the comments below. Some people have been playing for months and have amassed great riches of knowledge of this game.
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The heavy has the great big damage-vomiting minigun. It’s a tricky weapon that can annihilate waves of foes when used properly. It takes a few seconds for the weapon to “spin up” before you can start pouring red-hot metal into your enemies. (And everyone nearby can hear the weapon spinning up or down.) You can hold down right mouse to keep the barrel spinning so you can begin shooting in an instant, but you move very slowly like this. This means that using the heavy is not about dodge or aiming skills, but about strategy. (Which is funny, considering how the heavy is depicted as stupid.) You need to plan when to ready your weapon, when to move, and when to let off the trigger. It’s about positioning and timing, not reflexes.
Tip: Sometimes a medic will latch onto you and become your buddy. This is like marriage in that often as not it’s a “til death do us part” kind of deal. Take care of the medic and you’ll be difficult to stop.
Newbie suggestion: This is an excellent starting class for people who might be new to mouse-aiming. You can do really well with the Heavy even if your twitch mouse-aiming skills and circle-strafing aren’t very sharp. The large pool of hitpoints means you’ll get to play for a bit each life before being killed and sent back to respawn, which is ideal for getting over the initial learning curve.
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The medic class is about as simple as it gets. Aim your healgun at a ally and fire at them to infuse them with health. Once you’re locked onto someone, you don’t even need to keep aiming. You can look away and pay attention to other things and the healbeam will flow to your chosen patient. As you heal, your “ubercharge” meter fills. When it’s full, you can deploy it on a teammate with right mouse button, making both of you invulnerable for ten seconds. This is crucial for breaking fortifications and helping your team overwhelm entrenched positions.
Tip: Stay back. Heal people that are on fire first. Hide behind your patient (and you should always, always be healing someone) or behind a nearby wall. You are going to be the #1 target of everyone on the other team if they get a line of sight on you. When your patient moves out into the open under heavy fire it’s natural to want to rush out and save them, but it’s best to leave them to their fate and heal someone else. Maybe they’ll come back, maybe they’ll die. Don’t feel guilty for “abandoning” them. Maybe you let them die, but you’ll save a half dozen lives in the time it would take to respawn and hike back to the frontlines. Not to mention the loss of your precious ubercharge progress. It seems counter-intuitive, but take care of yourself first.
P.S. Watch out for spies. Not that you’ll be able to do much about them.
Newbie suggestion: This is a great class for new players. By definition you’re following someone else, so you don’t need to know your way around. You can do your job while rubbernecking and you can observe your patient to get a feel for how they play their class.
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The scout has very low health, and his scatter gun does minimal damage unless it’s deployed at point-blank. But he is very, very fast. Good for playing hit & run on the enemy. The scout is a terrifying force in Capture the Flag games, since they can dart into your base and escape with the goods before anyone can line them up for a decent shot. And once they’re out of your base, nobody can catch up to them. They’re difficult sniping targets and they’re able to jump up to places other classes can’t normally reach.
Tip: The scout is useful on both sides, but is best in an offensive capacity. You should never, ever be standing still, even when defending. Focus on demolition guys. They can make a mess of your team, but they will have a very hard time hitting you with explosives as long as you keep moving and peppering them with your gun. Your class is the perfect counter to their abilities. Pyros are also prime targets. Play peek-a-boo with a pyro just out of the reach of her flamethrower. Likely as not she’ll get frustrated and do something foolish.
Newbie suggestion: Playing the scout is most like playing Unreal Tournament or Quake III Arena. The high speed, jumping, and dodging will feel very familiar to fans of those games. If you’ve done multiplayer deathmatch in the past, then this could be a good starting class.
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It doesn’t make a great deal of sense, but it’s a great gameplay mechanic: The longer you stay zoomed in using the sniper scope, the more damage you do. After five seconds you have enough power to drop anyone in the game in a single hit.
Tip: Make sure there aren’t too many snipers before you decide to play as one. (The classes already in play on your team are helpfully shown on the selection screen.) In a small game (six players to a side) you don’t need more than one. If a large game, no more than two. Snipers don’t usually do very well if there are too many, since there are a limited number of viable sniping positions and sharing a perch means effectively sharing the kills that one guy could have racked up alone. Which means that you’re effectively doing nothing for the team except siphoning points away from an ally. Worse, enemy teams tend to adjust for over-sniping, and you’ll find there are even fewer available targets. Many, many defeats are the result of teams with four people who all insist on sniping no matter how unproductive that might be.
Newbie suggestion: Many new players naturally gravitate towards the sniper. It seems like a good choice because newcomers are often looking for a way to get a few kills without exposing themselves to the chaos of direct combat. But it often doesn’t work out that way. You’ll be under regular attack from spies and enemy snipers, and it’s not like the other character classes don’t know where the sniper spots are. Many players have learned that they can stop by the local sniper loft for a couple of free kills against oblivious Australians peering through their murderous telescopes. You will sometimes see snipers topping the score list, but those expert snipers aren’t usually hiding in a corner of the map the way you might expect. It’s probably better to get a feel for the maps before you try a sniper.
I’ll cover the other classes tomorrow. Thank you for indulging me in this new mania.
Twenty Sided Team Fortress 2
I spent most of yesterday morning hopping from one Team Fortress server to the next, trying to find one that was playing a fun game (i.e. NOT arena) with a good group (i.e. not brats) and which had enough room for myself and a few friends. The search was fruitless. I think Valve messed up a bit by having the free weekend so close to the sniper & spy updates. Longtime players have returned to the game to see what’s new. The servers were destined to be full anyway, so throwing open the doors to everyone was just going to exacerbate that.
Games were strange yesterday. Valve introduced a lot of new achievements. Veterans were going after them with gusto. The most polite way to describe this would be to say that perhaps everyone wasn’t playing in the most productive manner possible. Adding a surge of newcomers to this did not help. I think it would have been ideal to wait a week or two for things to die down before we embrace a wave of fresh players. Still, it’s not that it ruined the game. It just made things a little more crowded and hectic than they needed to be.
After a few hours of frustration I broke down and secured us a Twenty Sided server:
Look for “Twenty Sided” in the server list, or open the console and enter the following: connect 208.167.245.178:27015
A few notes about this server:
- As of right now, the server variable for ALLTALK is on, which means people on both teams can hear all voice chat. This makes it harder to form strategy, but makes the game feel more friendly. You can congratulate the opposing player for a good kill or wish the other guys better luck next round. The voice channel trends towards joking, which is the atmosphere I’d like to encourage.
- I know how a bad turn can elicit a burst of profanity from even the most polite player. Swearing is not forbidden, although I would appreciate it (personally) if we could avoid f-word carpet-bombing and sailor talk. Keep it friendly.
- I’d like it to be as newbie friendly as possible. If you have a question, ask. If someone asks a question, try to help them out.
- We’ve got about 360+ members in the Twenty Sided group right now. Assuming 1% to 5% of users playing at any given time (that’s a pretty reasonable figure for online communities) that’s just not enough to support a single server. So, the server is open to the public. Keep in mind that not everyone in there is from the site. Many will just be regular players, passing through. If lots of people want in but the server is full, we can think about putting a simple password on it during peak hours. (Maybe a “d20 only” Friday night or something.)
- If you’d like to be recognized as a visitor from the site, you can put a [d20] in front of your name. So, change your name from “xXKillStealrXx” to “[d20]xXKillStealrXx”. Don’t feel obligated or anything.
- Assuming I have the map rotation working, there should be no arena maps. Arena just has way too much downtime. I think the other gametypes already squander a lot of time with their pre-game timers and respawn timers, but arena seems to be a game mode designed to keep you from playing it. A couple of bad runs can result in you spectating for 8 out of 10 minutes. Which is about the same level of interactivity you experience while channel-surfing. This is less than optimal. The server should just be CTF and payload (my favorite) maps. Maybe we’ll mix it up a bit later.
I have set up Clan Pay, which is a Paypal-driven system that lets visitors donate to keep the site running. If you’d like to pitch in, please do so. I’ve learned not to underestimate your generosity, so I’ll warn you that the server is only $30 USD a month. So don’t go crazy. We’re looking for beer money, not cash to pull off an IPO. If people don’t donate enough I’ll be happy to make up the difference.
Open thread. Let me know how the server works for you.
Meet Team Fortress 2
In honor of the big update for Team Fortress 2, and the fact that TF2 is free to play this weekend, I thought I’d post these intro movies for the TF2 classes.
I’m a medic by nature and habit, so I’m a bit sad Valve never made a movie for the medic.
Let’s see, we have:
- Scottish demo man.
- Bronx (or Brooklyn, I can’t actually tell the difference) scout dude.
- Russian heavy weapons guy.
- German Medic guy.
- Indistinct pyro man.
- Frenchman spy.
- American soldier dude.
- Aussie sniper guy.
- Texan Engineer.
You’ll note that none of the characters are: A) Female or B) British. This seems like a major oversight. They need to add that. Maybe a Mary Poppins-style “governess” class, to rap perpetually AFK players on the knuckles, make the foul-mouthed brats wash their mouths out with soap, and pwn the naughty enemy team with her umbrella. (Which doubles as a transport device.) They could sexy her up by having her show a bit of ankle.
My unhealthy Poppins fetish aside, I’m having trouble picturing what new class they could introduce to the game or what role that character could play that wouldn’t simply overlap with existing classes. It’s a pretty well-rounded game.
EDIT: Put the Engineer on the list. Sort of daft, seeing as how I’m a [software] engineer.
Experienced Points: Your Demo Sucks
It really does, it totally sucks.
The worthless demo is a trend that’s been bugging me for a while now. Just thought I’d share my agitation with you, seeing as how you seem to enjoy that so much. Or was that the comics you enjoyed? I can’t remember. Either way: Your demo sucks.
Stolen Pixels #92: Crysis Demo, Part 1
Your demands for more comics about the demo for a two-year old game have at last been answered.
I aim to please.
Time Capsule
Civilization is about to undergo some calamity. You can see it coming, but you can’t avert it. (Perhaps it’s unavoidable.) Sometime before the end of this century, civilization is going to be blasted back to the stone age, but projections suggest that things will calm down again in 100-200 years. During that time it’s expected that humans will lose nearly everything, technology-wise. We’ll be back to spears and animal skins.
A clever scientist has come up with a very sturdy time capsule. She’s confident that it will:
- Survive the apocalypse.
- Remain hidden, safe, and airtight until things blow over.
- Be found by any surviving humans once the planet returns to normal.
- Those that find it will be reasonably interested in using whatever they find inside to better their understanding and aren’t going to ignore it or waste it. (They won’t burn textbooks to keep warm, even if they can’t understand them.)
Let’s assume we’ll retain the abstract “technologies”, like phonetic alphabet. If we have to nail things down, assume that the people who find the capsule will be reasonably intelligent adults with a second-grade education and almost no understanding of what the world was like, pre-disaster. (I’m not going to specify what the disaster is, or people will begin gaming the system and suggesting ways to avert or survive the disaster instead of tackling the proposed question.) Note that while you can be sure a group of literate humans will find this, you can’t be sure they will be able to read and understand your textbook on quantum physics.
You’ve been given the job of filling the time capsule. Assuming the goal of jump-starting technology, what do you put in?
EDIT: Oh. I forgot to give a volume limit, just to keep some smartass from stuffing the entire library of congress inside of a power plant inside of an aircraft carrier and putting it in the “capsule”. The capsule is one cubic meter.
Spec Ops: The Line
A videogame that judges its audience, criticizes its genre, and hates its premise. How did this thing get made?
Gamers Aren’t Toxic
This is a horrible narrative that undermines the hobby through crass stereotypes. The hobby is vast, gamers come from all walks of life, and you shouldn't judge ANY group by its worst members.
Spider-Man
A game I love. It has a solid main story and a couple of really obnoxious, cringy, incoherent side-plots in it. What happened here?
PC Gaming Golden Age
It's not a legend. It was real. There was a time before DLC. Before DRM. Before crappy ports. It was glorious.
The Middle Ages
Would you have survived in the middle ages?
Starcraft: Bot Fight
Let's do some scripting to make the Starcraft AI fight itself, and see how smart it is. Or isn't.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
Starcraft 2: Rush Analysis
I write a program to simulate different strategies in Starcraft 2, to see how they compare.
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
Another PC Golden Age?
Is it real? Is PC gaming returning to its former glory? Sort of. It's complicated.
T w e n t y S i d e d



