Twiggyheh some people want cod clones, the copied game is shit, the copies are worse, but people still play; it just means people have different tastes.
Besides IMHO stalemate issues in tf2 aren't related to the nature of the game (6v6 class based game) but 50% maps, and 50% current class/item balance.
In the very hypothetical case someone makes a similar game this issues *could* be resolved (or the whole game could be
stalemates are made possible because you have a healer. its certainly related to the nature of the game. I think limited movement is a big factor. class balance and maps play into it. its a struggle for mapmakers because TF2 has that thing where you can't really make an open map because snipers will dominate, but maps with chokes are stalematey.
I agree the issues could be resolved in a similar game, but will they be? I don't see many good solutions except having strong movement on all classes which is pretty unlikely in a modern fps. overwatch gets around the healer issue by having offensive ults and game modes which are less susceptible to stalemates (eg: payload, koth).
MakStalemates arent a problem if u havent had ur attention span eroded by Blizzaed games lolololo
meh I barely play overwatch. ever played WoW arena? the king of stalemates. but its mostly arena shooters/oldschool fps that did it.
AntimoonYou realize that Source is based on Goldsource, which is a modified version of the QuakeWorld engine, right? Not to mention that Team Fortress, as a game mode, started out as a Quake mod. Some of the minutiae of physics and movement are different, obviously, but TF2 is very plainly a direct descendant of Quake.
There is too many levels of separation from source to quake engine for source games to feel like quake engine games imo. As far as game engines, by your logic CS:S or V:TMB is a Quake based game which is taking it too far. Using a very loosely quake based engine does not make it a quake based game. Most of the code in GoldSrc is Valves, much less Source. As far as QuakeWorld Team Fortress, TF2 is a spiritual successor I guess. It just doesn't play like it.
I don't really care to argue the semantics of whether TF2 should be considered a quake based shooter (it is, to some degree of course).
My point was TF2 doesn't play like what you would think a quake based shooter is. It's not fast paced. The physics like with air control and the floatiness is source/cs style. The netcode is clearly 100% Valve (high lag compensation). etc. Overwatch also does not play like what you would think a quake based shooter is.