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Team Fortress 2

A class-based team shooter with nine distinct classes.

teamfortress.com3 sources4 tips

Where Team Fortress 2 comes up3 episodes and tests

Gcreator of Game Maker's Toolkit testHow Games Get BalancedGcreator of Game Maker's Toolkit testHow Synergies Make Slay the Spire FunGcreator of Game Maker's Toolkit testHow Games Use Feedback Loops
In short

Team Fortress 2 builds balance through counters and synergies. Seven of nine classes sit in interlocking counter triangles, so a sapped Engineer needs a Pyro, and Medic and Heavy pair up. Faster respawns for teams holding many capture points compound wins and end matches quickly. The lesson: make every option beat something and lose to something, and use positive loops to finish matches.

At a glanceFaster respawns let the leading team snowball to a win
  1. 1Hold many capture pointsTeam takes control of the map
  2. 2Respawn time dropsControlling teams get reduced respawn time
  3. 3Win more fightsLeading side compounds its victories
  4. 4Take even more pointsLead grows and the match ends quickly

From Mark Brown on Team Fortress 2

What was said about Team Fortress 2

  • Team Fortress 2 uses class counters to push teams into mixed lineups. Seven of its nine classes sit in interlocking counter triangles, so teammates have to cover each other's weaknesses. If Spies keep sapping an Engineer's sentries, a teammate switches to Pyro.

    Mark Brown uses this as the class-based example of rock, paper, scissors balancing, where "everything has a counter, and everything is a counter." Nothing is overpowered because something counters it, and nothing is pointless because it counters something else.

  • Medic and Heavy are a pairing where each class makes the other stronger. Mark Brown names the Medic and Heavy pairing as an example of synergy in Team Fortress 2.

    He sets it beside Into the Breach, where a unit that chains electric damage through adjacent enemies pairs with a unit that can grapple enemies and pull them together.

  • Faster respawns for teams holding capture points bring matches to a decisive end. Teams that control many capture points have their respawn time reduced. This is a positive feedback loop: the leading side compounds its victories and finishes the match quickly.

    The purpose is to avoid stalemates and long, drawn out endings once one side starts winning.

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