Team Fortress 2

Team Fortress 2

Effigy
Tailor 1 Nov, 2015 @ 1:14am
A way of having no stalemates
If there were blues on the cart and 1 red it would be that blue would be pushing, and a heavy counts as 2 people aswell, The team with more people on the cart then the other team will push it.
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Showing 1-11 of 11 comments
Opulence 1 Nov, 2015 @ 9:07am 
Originally posted by ThaAppleMan:
bad idea.
when they are shooting eachother, yeah.
Tailor 1 Nov, 2015 @ 10:23am 
Oh ok..
Golda_ 1 Nov, 2015 @ 2:55pm 
or if there are like 5 people on blue pushing it and one red countering it, it would be like blue pushing it with 4 people
Tailor 2 Nov, 2015 @ 3:51am 
Originally posted by Golda_:
or if there are like 5 people on blue pushing it and one red countering it, it would be like blue pushing it with 4 people
Nice!
TsAbesz 3 Nov, 2015 @ 9:15am 
jejejejeej
Golda_ 3 Nov, 2015 @ 12:14pm 
Originally posted by ThaAppleMan:
Originally posted by Golda_:
or if there are like 5 people on blue pushing it and one red countering it, it would be like blue pushing it with 4 people
3 people (or 3 "pushpower") Is the max speed a cart can go. It would be a really really fast game if they decide to change it to go higher. But I still stay with the fact that if an oppiste team member touches the cart it goes to stop


WHY CHANGE THIS? its unbalanced that way.

But if if you do it the other way then it would take a team effort in order to stop the cart as opposed to one tryhard scout. This would promote "Teamwork"
or it just doesn't move when there are two teams on the same cart
racknae 4 Nov, 2015 @ 11:13pm 
The cart stops whenever two teams are pushing it.
Originally posted by zexenon:
The cart stops whenever two teams are pushing it.
thaaats what I said! lol
Torkdunk2025 6 Nov, 2015 @ 12:22am 
Teamwork isn't entirely about piling onto the objective. It's often about knowing when to push the objective and when not to. If the cart didn't have a cap limit and stacking on the point didn't offer diminishing returns there'd be more instances of people dogpiling onto points to get blown away by a critical explosive, or they'd manage to cap by going fast as all hell. Actual teamwork would be letting the appropriate players hold down the cap or taking turns on the cart and then letting the rest of the team operate to support and escort whomever is capping.
Hydrasent 4 Sep, 2020 @ 11:29am 
I think this is a good idea
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