Published on 4th October 2007 by
However, it also means that Scouts can use their double jump to reach the opposing teams battlement without having to pass through the inevitably turret-filled main base
Originally Posted by HellRazor Something about the fact that Sentry Guns are near impossible to take out unless your a Spy now
Originally Posted by Tim SFor all those that said it was vapourware, I say the near 10-year development cycle was "well worth the wait". :D
Originally Posted by Jordan Wisehang on, does this site share the same offices as TrustedReviews? Or have Hugo and Riyad been moonlighting? Not that i'm complaining, i like it when Hugo gets larger articles than just news, the xbox showcase was brilliant
Originally Posted by glaekenPretty good article. A couple of nitpicks. The sniper had an smg in TFC (article made it seem this was a new addition). The Demoman had 2 grenade launchers in TFC (article made it seem that this was new, only thing new is that they're sticky).
One question. Can Medics still infect the enemy? If they can, the healing gun makes it way too easy to do so.
I'm pretty bummed about the loss of grenades. Sounds like it's near impossible to take down an sg unless your a demoman or soldier. Grenades were also one of the best ways to defend yourself as a sniper.
Originally Posted by CardJoe and I thought: NNNNooooo!
Originally Posted by g3n3tiXCome on, it's not that bad ! The medic is easy to take down.
Unless there is another medic healing him.
But this medic can be killed...Unless there is another medic healing him.
Ohnoes, infernal loop !
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