Team Fortress 2
Zawg Feb 16, 2019 @ 7:08am
Unpopular opinion: Payload is a pretty bad gamemode
At least for me it often feels very repetitive: In offense you Build Uber>Use it to destroy enemy sentry nests>If this succeeds, you move on to the next chokepoint and do the same thing again, and if you fail you start over.

I think the biggest issue with payload is that many of the maps are so flawed that they enable cancerous team comps like 6 engies defending last or 5 heavies and 3 medics permanently attached to the cart
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Showing 1-15 of 32 comments
dat_potatoe Feb 16, 2019 @ 7:14am 
It's not bad, but half the maps are poorly designed and it does have problems in mediocre pubs. Overall 5CP is a better mode, but I really like Payload with good teams on good maps.

Still leagues ahead of attack/defend though...which just makes me want to shoot myself.
Last edited by dat_potatoe; Feb 16, 2019 @ 7:15am
xensakura Feb 16, 2019 @ 7:25am 
Actually payload is in if the better maps, it encourages engies to move and stuff. The only problem with payload maps are super tiny choke points like hoodoo but enclosure and others can be really fun.
scorpianswag Feb 16, 2019 @ 7:26am 
Frontier is to me a great example of good map design for a payload game.

Snowycoast is really bad.
(The theme of is cool tho)
calembredaine Feb 16, 2019 @ 7:28am 
the push cycle described is almost the same in any asymmetrical gamemode.
class stacking is also a general issue, but heavy/engie are specific to defense or kart pushing.

knowing CTF and A/D's current conditions, I should assume it's the best of the bad bunch?
xensakura Feb 16, 2019 @ 7:28am 
Originally posted by MF EARL DOOM WEST:
Frontier is to me a great example of good map design for a payload game.

Snowycoast is really bad.
(The theme of is cool tho)
I dont know what's so bad about snowycoast, it's very well balanced, frontier has more choke points arguably making it less balanced.
Galaxander Feb 16, 2019 @ 7:30am 
Originally posted by MF EARL DOOM WEST:
Frontier is to me a great example of good map design for a payload game.
If Frontier is considered "one of the good ones" then that is a pretty stern indictment of the game mode imo.

Any mode where one team's job is to force a stalemate is going to be get boring sooner than later.

Every time I try going back to payload I get a harsh reminder of why I stopped playing it.
xensakura Feb 16, 2019 @ 7:31am 
Originally posted by Galaxander:
Originally posted by MF EARL DOOM WEST:
Frontier is to me a great example of good map design for a payload game.
If Frontier is considered "one of the good ones" then that is a pretty stern indictment of the game mode imo.

Any mode where one team's job is to force a stalemate is going to be get boring sooner than later.

Every time I try going back to payload I get a harsh reminder of why I stopped playing it.
I find it fun lmao
Stopping a massive push is very very satisfying
Galaxander Feb 16, 2019 @ 7:33am 
Originally posted by Ultra Nebby is an artist:
Originally posted by Galaxander:
If Frontier is considered "one of the good ones" then that is a pretty stern indictment of the game mode imo.

Any mode where one team's job is to force a stalemate is going to be get boring sooner than later.

Every time I try going back to payload I get a harsh reminder of why I stopped playing it.
I find it fun lmao
Stopping a massive push is very very satisfying
Fun is subjective I guess. To me "make sure nothing happens" isn't a credo I can get excited about.
xensakura Feb 16, 2019 @ 7:34am 
Originally posted by Galaxander:
Originally posted by Ultra Nebby is an artist:
I find it fun lmao
Stopping a massive push is very very satisfying
Fun is subjective I guess. To me "make sure nothing happens" isn't a credo I can get excited about.
I guess different people have different tastes. I guess you're the kind who either likes dm or 5cp
Not BnW Feb 16, 2019 @ 7:35am 
Originally posted by Ultra Nebby is an artist:
Originally posted by Galaxander:
Fun is subjective I guess. To me "make sure nothing happens" isn't a credo I can get excited about.
I guess different people have different tastes. I guess you're the kind who either likes dm or 5cp
trading servet get you the most fun
xensakura Feb 16, 2019 @ 7:36am 
Originally posted by Jason.Killer_2006.:
Originally posted by Ultra Nebby is an artist:
I guess different people have different tastes. I guess you're the kind who either likes dm or 5cp
trading servet get you the most fun
?

I play competitive mode and my favorite game mode is probably 5 cp because my fancy rocket jumps are super useful there.
calembredaine Feb 16, 2019 @ 7:37am 
Originally posted by Galaxander:
If Frontier is considered "one of the good ones" then that is a pretty stern indictment of the game mode imo.

Any mode where one team's job is to force a stalemate is going to be get boring sooner than later.

Every time I try going back to payload I get a harsh reminder of why I stopped playing it.
stalemates aren't much of an issue in pl.
ramming into the fort doesn't punish you like it would in 5cp.
true fact tho: point should be to slow down attackers, but defense is simply that much favored it pretty much stops it completely.
Last edited by calembredaine; Feb 16, 2019 @ 7:38am
xensakura Feb 16, 2019 @ 7:39am 
Originally posted by gotcha betch:
Originally posted by Galaxander:
If Frontier is considered "one of the good ones" then that is a pretty stern indictment of the game mode imo.

Any mode where one team's job is to force a stalemate is going to be get boring sooner than later.

Every time I try going back to payload I get a harsh reminder of why I stopped playing it.
stalemates aren't much of an issue in pl.
ramming into the fort doesn't punish you like it would in 5cp.
true fact tho: point should be to slow down attackers, but defense is simply that much favored it pretty much stops it completely.
Yeah but that's why the payload cart heals and refreshes ammo, it gives them a fighting chance.
calembredaine Feb 16, 2019 @ 7:46am 
Originally posted by Ultra Nebby is an artist:
Yeah but that's why the payload cart heals and refreshes ammo, it gives them a fighting chance.
on the other side, they got positioning advantage and powerful sandbag classes who proved to be a pain to deal with. not to mention you can't push the line too far without having a numerical disadvantage as well due to the kart.

so yeah a permanent lvl 1 dispenser is convenient but it doesn't do much alone.
xensakura Feb 16, 2019 @ 7:47am 
Originally posted by gotcha betch:
Originally posted by Ultra Nebby is an artist:
Yeah but that's why the payload cart heals and refreshes ammo, it gives them a fighting chance.
on the other side, they got positioning advantage and powerful sandbag classes who proved to be a pain to deal with. not to mention you can't push the line too far without having a numerical disadvantage as well due to the kart.

so yeah a permanent lvl 1 dispenser is convenient but it doesn't do much alone.
I mean I stacked 2 heavies in the cart, they couldn't do anything about it. And a medic's Uber is for these situations.
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Date Posted: Feb 16, 2019 @ 7:08am
Posts: 32