In the "Valve and Competitive TF2" topic, there was a post explaining how the classes should be reorganized into different groups. Personally, I didn't think that post received much attention and necroing the topic isn't such a great idea.
Anyways, what the post stated was that Valve should replace the nine classes into the following groups:
1. Combat
-Scout
-Soldier
2. Support
-Demo
-Medic
3. Pick
-Sniper
-Spy
4. Defense
-Heavy
-Engineer
-Pyro
I believe that this would be a really good change for competitive. It can even help new players, who are getting into competitive, show what the standard usage for each class is. Could this be a good idea?
In the "Valve and Competitive TF2" topic, there was a [url=http://www.teamfortress.tv/post/426114/valve-and-competitive-tf2]post[/url] explaining how the classes should be reorganized into different groups. Personally, I didn't think that post received much attention and necroing the topic isn't such a great idea.
Anyways, what the post stated was that Valve should replace the nine classes into the following groups:
1. Combat
-Scout
-Soldier
2. Support
-Demo
-Medic
3. Pick
-Sniper
-Spy
4. Defense
-Heavy
-Engineer
-Pyro
I believe that this would be a really good change for competitive. It can even help new players, who are getting into competitive, show what the standard usage for each class is. Could this be a good idea?
demo isn't entirely support but putting him in that category evens it out
I think this would be more accurate to how the classes are played today, yeah
demo isn't entirely support but putting him in that category evens it out
I think this would be more accurate to how the classes are played today, yeah
I think it would be better if valve gave a rough description aimed at newer players of the roles of each class instead of labelling say the demo as a 'Support' class when you can be so effective offensively and defensively especially with sticky traps, seems a bit too one dimensional to me.
I think it would be better if valve gave a rough description aimed at newer players of the roles of each class instead of labelling say the demo as a 'Support' class when you can be so effective offensively and defensively especially with sticky traps, seems a bit too one dimensional to me.
I feel like pyro is more support than demo is to be honest
pyro's only unique purposes are to stuff ubers and negate spam which seems more support oriented than defense oriented to me
I feel like pyro is more support than demo is to be honest
pyro's only unique purposes are to stuff ubers and negate spam which seems more support oriented than defense oriented to me
RainofLightdemo isn't entirely support but putting him in that category evens it out
I think this would be more accurate to how the classes are played today, yeah
Yeah I felt that Demo could be organized better. Maybe it would be support because demoman usually picks off the low hp players damaged by the combat classes? TIL that demoman functions the exact opposite. Anyways it does weaken other players, so the combats can pick them. That could be a supportive side of the demoman.
[quote=RainofLight]demo isn't entirely support but putting him in that category evens it out
I think this would be more accurate to how the classes are played today, yeah[/quote]
Yeah I felt that Demo could be organized better. [s]Maybe it would be support because demoman usually picks off the low hp players damaged by the combat classes?[/s] TIL that demoman functions the exact opposite. Anyways it does weaken other players, so the combats can pick them. That could be a supportive side of the demoman.
icyfrenzy demoman usually picks off the low hp players damaged by the combat classes
This is actually the exact opposite of how demo functions, demos usually rely on other people to be able to finish off players that he has weakened.
[quote=icyfrenzy] demoman usually picks off the low hp players damaged by the combat classes[/quote]
This is actually the exact opposite of how demo functions, demos usually rely on other people to be able to finish off players that he has weakened.
SleepingLifeicyfrenzy demoman usually picks off the low hp players damaged by the combat classes
This is actually the exact opposite of how demo functions, demos usually rely on other people to be able to finish off players that he has weakened.
Okay so we can switch up demo to combat, and possibly pyro to support? Pyro can be support as it can airblast the projectiles and light up players for the combats to pick off.
[quote=SleepingLife][quote=icyfrenzy] demoman usually picks off the low hp players damaged by the combat classes[/quote]
This is actually the exact opposite of how demo functions, demos usually rely on other people to be able to finish off players that he has weakened.[/quote]
Okay so we can switch up demo to combat, and possibly pyro to support? Pyro can be support as it can airblast the projectiles and light up players for the combats to pick off.
I don't even think they need to go that far, just switching demo and pyro would be enough for me
I don't even think they need to go that far, just switching demo and pyro would be enough for me
Dm Classes
Scout
Soldier
Demoman
Holding classes
Pyro
Heavy
Engineer
Support Classes
Medic
Sniper
Spy
Dm Classes
Scout
Soldier
Demoman
Holding classes
Pyro
Heavy
Engineer
Support Classes
Medic
Sniper
Spy
cool:
scout
soldier
demo
medic
not cool:
pyro
sniper
spy
heavy
engie
cool:
scout
soldier
demo
medic
not cool:
pyro
sniper
spy
heavy
engie
I would suggest renaming Offensive to Combat, Defensive to Core and keeping Support.
Move Medic from Support to Core, so you have Demo, Heavy and Medic
Engie to Support and it makes more sense because 2/3 of your buildings are supportive, to some extent Sentry can be supportive as well, because it supports holding some areas for your core classes, if you're holding alone you are not supporting anyone and you're just an easy grab for enemy players, your sentry will go down fast, especially with recent nerfs.
The above composition is for a Pub, but in my opinion, for the matchmaking the class menu should look much different.
For 6s matchmaking, it should be:
Combat: Scout, Soldier (Roamer)
Core: Demo, Medic, (Soldier-Pocket)
Support (Utility): Pyro, Heavy, Engineer, Sniper, Spy
Roamer and Pocket if only Valve decides to make 2 separate sub-classes for 6s
while for HL it should be:
Combat: Scout, Soldier
Core: Pyro, Demo, Heavy, Medic
Support: Engineer, Sniper, Spy
I would suggest renaming Offensive to [b]Combat[/b], Defensive to [b]Core[/b] and keeping Support.
Move Medic from Support to Core, so you have Demo, Heavy and Medic
Engie to [b]Support[/b] and it makes more sense because 2/3 of your buildings are supportive, to some extent Sentry can be supportive as well, because it supports holding some areas for your core classes, if you're holding alone you are not supporting anyone and you're just an easy grab for enemy players, your sentry will go down fast, especially with recent nerfs.
The above composition is for a Pub, but in my opinion, for the matchmaking the class menu should look much different.
For 6s matchmaking, it should be:
Combat: Scout, Soldier (Roamer)
Core: Demo, Medic, (Soldier-Pocket)
Support (Utility): Pyro, Heavy, Engineer, Sniper, Spy
Roamer and Pocket if only Valve decides to make 2 separate sub-classes for 6s
while for HL it should be:
Combat: Scout, Soldier
Core: Pyro, Demo, Heavy, Medic
Support: Engineer, Sniper, Spy
Attendant: Medic, Engineer
Hitman: Spy, Sniper
Fighter: Scout, Demoman
Tank: Heavy, Pyro
Wildcard: Soldier
Attendant: Medic, Engineer
Hitman: Spy, Sniper
Fighter: Scout, Demoman
Tank: Heavy, Pyro
Wildcard: Soldier
Core:
Pocket
Demo
Medic
Flank:
Main Scout
Roamer
Support:
Secondary Scout
[b]Core:[/b]
Pocket
Demo
Medic
[b]Flank:[/b]
Main Scout
Roamer
[b]Support:[/b]
Secondary Scout