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If you had to remove a class, who would it be?


CheddarZX

If you had to remove a class, who would it be?  

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  1. 1. If you had to remove a class, who would it be?



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Pyro for sure, like the class has no point.

 

TRIGGERED PYRO MAINS INCOMING! its just an opinion stop.

 

A supposed "ambush class" without consistent mobility and buggy af flame particles? Is it a defensive class? Is it an offensive? Is it a guy or gal? Idk but it sure af doesn't stop people from trying to make him/her/it "Uguu kawaii uwu" in loadouts.

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as a soldier main I'd have to go soldier - I feel like every other class has a hard counter, while soldier is just general utility to anything. I feel like it would affect the game balance the least

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Scout

Used to main scout and every scout weapon is just good overall, really the one class that can decrease his own hitboxes and do a INSANE AMOUNT of damage with a baby shotgun

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While I don't like Pyro much, I'd really like to see how things'd turn out if Scout or Soldier were removed. Scout meatshots everything and even though he has counters, they barely appear. Soldier is way easy (outside of airshots and advanced RJs) in pubs and can disintegrate opponents (bar good snipers) with ease. Volvo is scared to nerf either one cos both are the figureheads of the "competitive community".

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Truefully:

As a spy main, I believe the guaranteed one hit kill on backstab is the most overpowered mechanic in the game. A good spy can hold back an entire team in a pub, which is sort of outrageous for a support class. Invisibility and disguising are overpowered mechanics to combine with a one hit kill.

 

Because I hate them:

Pink and Lime Scouts too op

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as a soldier main I'd have to go soldier - I feel like every other class has a hard counter, while soldier is just general utility to anything. I feel like it would affect the game balance the least

 

Well the soldier's hard counter is the first class named here. A well-playing pyro can completely put a soldier out of his play. While I also play soldier most, and agree he has a lot of utility potential, I like to see him more as a jack of all trades, but master of none, as in all of his utilities he's outshined by at least one class.

 

In pubs, one of the balance changes it would induce is that engis will end up being harder to take out. I already hear everyone laughing about this like OMG ENGI HAS LIKE 20 COUNTERS, but Im talking pubs here. Most counter strategies require team play and/or medics, or skill. aside from those approaches as they're not always possible - most sentries have a weak spot that can either be exploited by a demo or a soldier. While a soldier typically destroys sentries too slow with the exception of the DH (i.e engis can repair faster than they damage), I think balance wise itll give some sentry spots a very large buff.

 

I personally wouldnt remove any class, but if I had to pick, it'd be scout. Scout probably ties with sniper for class I hate to play against most as practically anything (if theyre very good, in pubs). Both of them are utterly useless if the player doesnt know how to play them, yet still appears a ton in pubs. Snipers however are a solid counter to heavies, a class thatll probably be played even more there if snipers were removed. Bad scouts counter nothing, good scouts counter everything except engi

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It's a tie for me between pyro and sniper, but I choose sniper.

 

I hate playing against pyros, but I enjoy playing it myself. Sniper is also annoying to play against, especially the ones that bodsyhot, however playing it myself isn't that fun to me. It's the one class in the game that kind of resembles normal FPS games, and I think removing the sniper would do the least damage to game balance.

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I don't like it when people say that "Soldier is OP!" or "Scout is OP!" Every class in tf2 is great in the right hands. Usually the people complaining are people who don't understand how to counter a certain class. Yes, scout does a lot of damage, but he has very low hp. Yes soldier does a lot of damage, but he has to aim and prefire rockets. Personally I think if I had a choice of class to remove, it would be engineers. They just kill the momentum of the game, especially if you are playing scout, pyro, heavy, or medic. Not to mention the ridiculous unlocks engie has, like the Rescue Ranger + Wrangler, an engineer can literally keep his sentry alive from tons and tons of damage. And then when the sentry gets slightly low, he can just teleport the sentry away with the rescue ranger. Engineer needs major balancing. 

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Sniper. He's an inherently unfair class- the ability to distribute huge damage instantaneously rapidly with decent skill from afar is against the core values of speed and close encounters in TF2. Being able to lock down entire sightlines with no counter other than "A better sniper" defeats the point of classes, and the fact minimal teamwork negates threats to him makes him irritating, unfun, and unfair.

 

Not to mention he's not exactly "identifiable" as far as the cast of characters go. Pyro is iconic, it's undeniable.

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I don't like it when people say that "Soldier is OP!" or "Scout is OP!" Every class in tf2 is great in the right hands. Usually the people complaining are people who don't understand how to counter a certain class. Yes, scout does a lot of damage, but he has very low hp. Yes soldier does a lot of damage, but he has to aim and prefire rockets.

I personally dunno. Soldier is a class who dominates every single class in the entire game, yet Valve doesn't want to give him the slightest nerf because he's the figurehead of the competitive community and it would make thousands of Soldier mains cry out in pain. Same goes for Scout, minus Engies. It also doesn't help that mains of both tend to be the most toxic, right next to or behind Sniper mains.

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Sniper. He's an inherently unfair class- the ability to distribute huge damage instantaneously rapidly with decent skill from afar is against the core values of speed and close encounters in TF2. Being able to lock down entire sightlines with no counter other than "A better sniper" defeats the point of classes, and the fact minimal teamwork negates threats to him makes him irritating, unfun, and unfair.

 

Not to mention he's not exactly "identifiable" as far as the cast of characters go. Pyro is iconic, it's undeniable.

 

Sniper is countered by scouts, spy, and soldiers, and obviously better snipers. If there's one class that's not broken, it's sniper lol. 

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I personally dunno. Soldier is a class who dominates every single class in the entire game, yet Valve doesn't want to give him the slightest nerf because he's the figurehead of the competitive community and it would make thousands of Soldier mains cry out in pain. Same goes for Scout, minus Engies. It also doesn't help that mains of both tend to be the most toxic, right next to or behind Sniper mains.

 

I don't think valve refuses to nerf soldier because its a "figurehead of the competitive community." I don't believe soldier needs a nerf period. In my opinions soldier is one of the most balanced classes in tf2. Scout I might understand a little, but to solve the problems that you are complaining about, they should make the other classes more multi-purpose.

 

Soldier is a strong class because its multi-purpose, same with scout and maybe demo (comp classes). The other classes can be so strictly used for a certain situation that we just classify them as being not as useful as the competitive classes. 

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 In my opinions soldier is one of the most balanced classes in tf2. 

Such utter bullshit. Anyone who is a solly main loves to say it's the most balanced class. Put yourself in the position of a few of the classes- Scout, Sniper, Medic, anything really with 125-150 health and you'll see how BALANCED it is. One decent shot and one of these classes is left with 40-50 health. Not to mention 40% of the time i'm killed by some random crocket with it's disgustingly high splash range. Becomes pretty damn annoying pretty damn quickly. Play a whole day as scout, nothing else, and you'll see how balanced soldier is. 

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Pyro. I've never enjoyed playing or playing against Pyros. Not to mention Pyro's buggy as shit, has the smallest amount of character development of any class, and there's barely even a roll for Pyro in competitive play. Pyro is the only class virtually useless in 6s as well (even Heavies/Engineers have their moments). 

 

A supposed "ambush class" without consistent mobility and buggy af flame particles?

 

I think the word you're looking for is a "flank" class. Also, even if the flame particles weren't buggy, Scout's consistently high and rapid damage outburst makes him more viable as a flank class then Pyro anyday.

 

Removal of Scout or Soldier would no doubt kill this game. People like playing with high-damage, high-mobility classes. It keeps the game fun and fast. I can see where people come from with Sniper, but Snipers are also high-risk high-reward. Snipers only have 125HP and can do almost no damage outside of being scoped in. 

 

Being able to lock down entire sightlines with no counter other than "A better sniper" defeats the point of classes, and the fact minimal teamwork negates threats to him makes him irritating, unfun, and unfair.

 

In most maps, Snipers aren't even that hard to kill. Generally, just bombing one will take him out. If a Sniper happens to be holding the sightline from, say, main on cp_metalworks_rc7 to second point (which is in a closed area), sure, that sightline is locked, but you can still flank from far left and take him out. 

 

I personally dunno. Soldier is a class who dominates every single class in the entire game, yet Valve doesn't want to give him the slightest nerf because he's the figurehead of the competitive community and it would make thousands of Soldier mains cry out in pain. Same goes for Scout, minus Engies. It also doesn't help that mains of both tend to be the most toxic, right next to or behind Sniper mains.

 

Again, like I mentioned earlier, they're not going to nerf the class that makes up the majority of the most accepted form of competitive play the game has. That's essentially suicide, like it or not.

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I think there's a large difference between removing a class entirely and imposing a class limit. Engineer as a class fits very well within tf2 for instance but gets extremely stupid if there's 5 of them on a last hold. Same with heavy, as a class it's not that good because he takes all that damage and can't really move but holding last with 5 heavies is just dumb to push against.

 

Pyro is just bad because he lacks mobility and dies to hitscan very fast because he has no range. There's a few niche utility situations where pyro shines and he fits very well into tf2 as an idea.

 

Sniper however has no direct counter (except sniper and spy). He doesn't engage in the real combat and just sits back and doesn't die if the rest of his team defends properly. In a scenario with two competent teams the only class that can really get to him is spy, and in that scenario the best a spy can do is trade kills. As soon as he gives away his location he's dead essentially.

 

Sniper just doesn't fit within the fun brawl of close combat that is Tf2

 

 

Also lol @ people saying soldier is overpowered, scouts destroy soldiers. Scout is the one truly op class (dodging, speed, damage. He has it all) and hasn't been nerfed. Ever.

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I don't like pyros much, whether they are good or bad.

Pyro can be balanced or funny to play, but I feel most of the time, it is whether too OP in defense or just some cancer shit.

Removing pyro would give a strategical buff to spies in my opinion.

 

I don't like demomen as they can spam a lot, they don't aim, they spam and hope for the best.

It turns to be a real cancer when they are more than two, especially on choke-points areas.

Obviously, demoman is really more efficient with some aiming skill.

It is the only class I won't mind to be removed from the game.

 

Engineers basically don't need to aim, it is an issue for a fps game. Hopefully, engineers really need a strong or balanced team.

I think it is a class that can be entirely removed from the game, but there is no real need.

At some point, their sentries can be a real challenge which is a good thing and their support buildings can be really helpful.

 

Spies could be removed from the game, but pyros will inevitably miss their french fries.

Even if the spy could be removed from the game, it would be a loss for pyro as a class, as well as a loss for the game itself.

 

Otherwise, I think all other classes, such as scout, soldier, heavy, medic and sniper are almost necessary for the game.

Well maybe heavy is not necessary but I feel it is not a real concern.

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I'd have to go with sniper. TF2 is a game about short-range combat. Pretty much all weapons have some sort of damage falloff, and those that don't have other downsides that make them useless at long ranges (stickies/grenades can only get so far, most projectiles are easy to dodge). But what's the deal with the sniper rifle? Instant damage thanks to hitscan, no damage falloff, and instakills 5/9 classes if it's a headshot or a fully charged bodyshot.

 

If it's a bad or average player, there isn't really a problem, since they will miss their shots anyway. But once the skill levels start to increase, they become a pain in the ass to deal with. I'm not saying they're overpowered, but they are a serious annoyance. There is no fun in losing between 50-150hp instantly just because you walked into their sights. You can flank them, but if they have at least one competent team member, they'll just kill you before you can get to them. Or you just might get quickscoped anyway.

 

It doesn't help that there are a couple of maps with ridiculous sightlines (turbine, for example) that just make them more powerful. In fact, here's pretty much the only things you can do if a sniper sees you in an open space.

 

Scout: You should only rush him if you know he can't kill you. If he's competent, he'll easily predict you even if you try to hide.

 

Soldier: Rocket jump as fast as you can and do everything you can to kill him. Airstrafing is absolutely necessary, because if you just fly in a straight line he'll nail you and most probably kill you in one shot. If you're on the ground, your speed means you're SOL.

 

Pyro: AHAHAHAHAHA, no. You have no chance of winning, unless you have some kind of godlike flare aim and/or the sniper sucks. Just hide and hope for the best. The shotgun won't do shit unless you're relatively close to him. But we're talking about long ranges here.

 

Demoman: If he's too far away from you, there's little chance you can win. Your attacks would take too long to reach him, and by that time you could already be dead. Sticky jumping is slower than rocket jumping, so you'll be vulnerable while the sticky arms. Demoknights are out of the question, unless you use the tide turner. And even then it only works at very short ranges.

 

Heavy: Nope, you're fucked. Just hide.

 

Engineer: If you're caught away from your sentry (or you haven't set yours up yet), you're practically a slow scout, so one of your choices (rushing him) is not available. If you do have a sentry near, I hope you have the wrangler...

 

Medic: You're completely fucked.

 

Sniper: Your only chance is to outsmart or outaim him. If you know he's better than you, you're screwed.

 

Spy: You can just cloak and move as unpredictably as you can. If he caught you before you could cloak, you're about as screwed as the other classes.

 

Of course, there's ways to counter him. I'm not saying sniper is overpowered, but it really isn't fun to have your choices limited so much just by a player standing on the other side of the map. All the other classes are only really effective at short to mid-range, so it's really out of place to have one that is the exact opposite. Even then, good snipers can absolutely wreck you even at short range. Where's the fun in that?

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