Home | Contact Us | FAQ | Search & Site Map | Link to Us
Sign In | Join | Other 45 Sites in Network
Home
Discussion Groups
Platforms
PCXboxPlayStationNintendo
Games
ActionStrategyRole Playing GamesSimulatorsSport Games

Game Forum / Action Games / Half Life / October 2007

Tip: Looking for answers? Try searching our database.

What are the main differences between TFC and TF?

Thread view: 
Enable EMail Alerts  Start New Thread
Thread rating: 
jolt - 21 Oct 2007 03:10 GMT
If anybody has played both of the games, could you tell me what the real
differences are between the Quake mod and the Half Life mod? I assume
graphics are a huge difference, but was the gameplay the same, or did Valve
change it?

I've always been interested in the Team Fortress Series, but I've always had
questions about the original Team Fortress Quake mod.
Ben Cottrell - 21 Oct 2007 12:18 GMT
> If anybody has played both of the games, could you tell me what the real
> differences are between the Quake mod and the Half Life mod? I assume
[quoted text clipped - 3 lines]
> I've always been interested in the Team Fortress Series, but I've always had
> questions about the original Team Fortress Quake mod.

TFC was a deliberate conversion of the old QTF into the half-life engine
- its been a long time since I've played QTF,  but AFAIR, the gameplay
in TFC is pretty close  (Yes the graphics are hugely different..  QTF
didn't use any custom models or textures, and just modified all the
Quake game content).   The only noticable gameplay differences really
are in the form of minor tweaks (such as movement speed, damage, etc)
and the lack of other gameplay types which Valve introduced in TFC
(Control zone, gas chamber, football/push).  QTF only has capture-the-flag.

The difference with TF2 is far more noticable OTOH;

Medic    - Can no longer "infect" enemies with disease
         - Has the uber-charge (invulnerability) for 15 sec

Engineer - Builds teleporters
         - Change in dispenser functionality

Sniper   - Power-shot only happens in zoom mode

Demoman  - "Sticky" grenades

Spy      - Able to "sap" enemy Sentries/Dispensers/etc

There's probably other big differences that I can't think of right now :)

Signature

Ben Cottrell AKA Bench

JAB - 21 Oct 2007 12:30 GMT
>> If anybody has played both of the games, could you tell me what the
>> real differences are between the Quake mod and the Half Life mod? I
[quoted text clipped - 28 lines]
>
> There's probably other big differences that I can't think of right now :)

No grenades except demoman is a big one - a plus point IMHO and the
overall feel of the game just seems more fun and enjoyable that TFC.
Ben Cottrell - 21 Oct 2007 12:45 GMT
> No grenades except demoman is a big one - a plus point IMHO and the
> overall feel of the game just seems more fun and enjoyable that TFC.

Oh, I don't know how I missed that out.   That's a definite
improvement.. No more conc-jumping engineers building sentry guns on
your balcony :)

And the spawn timer is an interesting change.   I'm not sure whether its
for better or worse.   I like the fact that it seems to cause people to
spawn en-masse rather than one at a time.  The end result seems to be a
better 'teamplay' feel  (Although I'm increasingly finding servers which
have the spawn timer disabled)

And of course, the crazy Pixar animation feel to the game makes it more
enjoyable too IMHO :)

Signature

Ben Cottrell AKA Bench

JAB - 21 Oct 2007 12:51 GMT
>> No grenades except demoman is a big one - a plus point IMHO and the
>> overall feel of the game just seems more fun and enjoyable that TFC.
[quoted text clipped - 8 lines]
> better 'teamplay' feel  (Although I'm increasingly finding servers which
> have the spawn timer disabled)

I've very much got into playing a medic and the spawn timer is a boon as
you generally then don't have you run about trying to find someone to
heal to get the uber charge going.

Still haven't played an engineer yet so that may be my next one.

> And of course, the crazy Pixar animation feel to the game makes it more
> enjoyable too IMHO :)

Hats off to the person who thought that one up!
Ben Cottrell - 21 Oct 2007 23:10 GMT
> Still haven't played an engineer yet so that may be my next one.

Ah, I enjoy playing an engineer.   Although you'll become extremely
paranoid of spies after the 3rd or 4th time you hear the words "Spy's
sappin' my sentry.."  :)

Signature

Ben Cottrell AKA Bench

Jethro - 22 Oct 2007 20:44 GMT
>> Still haven't played an engineer yet so that may be my next one.
>
> Ah, I enjoy playing an engineer.   Although you'll become extremely
> paranoid of spies after the 3rd or 4th time you hear the words "Spy's
> sappin' my sentry.."  :)

I find that the balance is there since when over run with spies, you
need pyro's around to light them up.
Too many soldiers you need heavies. If you have heavies you of course
need Medics for Uber charge.
Too many snipers then you need spies.

Forces a balance of classes.

Signature

Jethro[AGHL] aka Phat_Jethro
Reply Email: jethro86 (at) gmail (dot) com

Jethro - 22 Oct 2007 20:41 GMT
>> No grenades except demoman is a big one - a plus point IMHO and the
>> overall feel of the game just seems more fun and enjoyable that TFC.
[quoted text clipped - 8 lines]
> better 'teamplay' feel  (Although I'm increasingly finding servers which
> have the spawn timer disabled)

Tried a server with no spawn time and playing CP_Dustbowl was just stupid.
Couldn't get close to capping the second stage as was over run by red
since they respawned instantly.

> And of course, the crazy Pixar animation feel to the game makes it more
> enjoyable too IMHO :)

Signature

Jethro[AGHL] aka Phat_Jethro
Reply Email: jethro86 (at) gmail (dot) com

kratz@mailinator.com - 23 Oct 2007 17:36 GMT
>Tried a server with no spawn time and playing CP_Dustbowl was just stupid.
>Couldn't get close to capping the second stage as was over run by red
>since they respawned instantly.

How I miss RJ-ing onto the cap with a flag...
Ben Cottrell - 23 Oct 2007 19:14 GMT
>>Tried a server with no spawn time and playing CP_Dustbowl was just stupid.
>>Couldn't get close to capping the second stage as was over run by red
>>since they respawned instantly.
>
> How I miss RJ-ing onto the cap with a flag...

RJ'ing still works, its just the grenades that have been removed :)

Signature

Ben Cottrell AKA Bench

Jethro - 25 Oct 2007 14:53 GMT
>> Tried a server with no spawn time and playing CP_Dustbowl was just stupid.
>> Couldn't get close to capping the second stage as was over run by red
>> since they respawned instantly.
>
> How I miss RJ-ing onto the cap with a flag...

Demoman is actually a little better at RJ (or nade jump) I find.
Have been able to nade jump in last stage of Dustbowl over the spam
alley outside of spawn.
Their demos and soldiers were spamming th alley and I nade jumped over
the mess on to the 1st cap point.

Been testing to get the proper angle of jump as too high and I hear
bones breaking when I land. Still haven't been able to convince anyone
to let me nade propel a scout out of the hole in the second stage.

Signature

Jethro[AGHL] aka Phat_Jethro
Reply Email: jethro86 (at) gmail (dot) com

Jethro - 22 Oct 2007 20:40 GMT
>> If anybody has played both of the games, could you tell me what the
>> real differences are between the Quake mod and the Half Life mod? I
[quoted text clipped - 28 lines]
>
> There's probably other big differences that I can't think of right now :)

Biggie... No grenades.
Even though the soldier has a pair hanging on the front of his shirt.
No regular nades, no concussion, none of the demo massive 'nades.
No demo detpack left in spawn room.

Signature

Jethro[AGHL] aka Phat_Jethro
Reply Email: jethro86 (at) gmail (dot) com

 
Sign In
Join
My Latest Posts
My Monitored Threads
My Blog
My Photo Gallery
My Profile
My Homepage

Start New Thread
Enable EMail Alerts
Rate this Thread



©2009 Advenet LLC   Privacy Policy - Terms of Use
This website includes both content owned or controlled by Advenet as well as content owned or controlled by third parties.