16 May / 10:00 am

Interesting Soldier Theories

I received an article submission this morning from SpotPuff, owner and author of The Theory of Gaming blog. Some of his points seem a bit off and more geared towards success on public servers where chaos reigns supreme. I think soldiers’ ability to put firepower at distance is key to success of any competitive team. While I don’t agree with all of the issues he is discussing, his opinions are thought provoking. If nothing else, he has created a good set of skills you should practice and perfect if you have hopes of competing against some of the top players in the game.

I wrote an article on soldier issues; just wanted to see if you wanted
to link it on your site as a news article or something.

http://theoryofgaming.wordpress.com/2008/05/15/soldier-more-like-captain-useless/

Feel free to comment too :) You guys are probably better than I am so
maybe it’s just my epic suck causing soldier to be terrible.

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2 Responses to “Interesting Soldier Theories”

  1. cdtrix Says:

    Spotpuff’s points are solely based on pubs simply because that’s how Valve balances the classes. It would be quite different if they used clan matches for balancing but that doesn’t work since clan matches consist of approximately 10% of the time played in TF2. They must cater to the rest of the 90% that play in pubs.

  2. Spotpuff Says:

    We’ve played a few scrims, too, and they tend to have rules in place like 7v7 or “highlander” (one of each class) so yes, there are artificial rules in place. I think no one would argue engineers are horribly weak on certain CP maps in scrim play so no one uses them, but that’s a separate issue entirely.

    Thanks for the link, lunk. I’m glad to see more TF1 clans around :)

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