Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Basically, TF2 is sufficiently complex so that class vs. class matchups is only a convenient expression of the average state of balance. In order to determine the state of Soldier's balance, it is better to say that Soldier has approximately balanced (relative to other viable classes) scenario matchups, thus conserving the state of TF2 simplified class matchup balance as well as conserving Soldier's place as a balance class (as he is undeniably not the best class in the game).
I think he's telling you to use spacing in your comments.
Like this.
See the spaces?
Makes the text easier to read.
Man i hate love this place.
( ͡° ͜ʖ ͡°)
Eh... no. Good soldiers who can rocket jump are viable is every situation.
"Meh" soldiers who can aim and know basic team coordination but can't rocket jump are only useful in niche sitautions or when there isn't already a soldier on the team.
Rocket jumping is key to the soldier. This means he is harder to learn than sniper, medic (medic may be frustrating in pubs, but he's not hard per say), or heavy.
( ͡° ͜ʖ ͡°)
mspaulingmasterrace