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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#17 (permalink) |
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Join Date: Dec 2007
Posts: 180
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Re: Big Update Coming From Valve
Looks like now I dont have to go solo as Heavy anymore. Im nothing without a medic (as all heavies know). Not only is he my life source, he takes the magnastab first and with his death cry alerts me that I am certainly next. A true hero amongst heroes.
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#20 (permalink) |
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Join Date: Dec 2006
Location: MA
Age: 27
Posts: 431
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Re: Big Update Coming From Valve
I'm mostly excited about the "Meet the Scout" video! They needed more of these!
Ok, that's not entirely true, but it will be nice, anyway...
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"I've been working since I was sixteen. I fought two in wars. Hell, I've killed people. I'm not saying that I didn't enjoy it..." -- Red Forman |TG-Irr|RedForman |
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#21 (permalink) |
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Join Date: Dec 2007
Posts: 180
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Re: Big Update Coming From Valve
I bet theyll bring back the poison needles that sapped your life if they hit and made your screen look green from Q3F. Maybe they might give the spy unlimited invisibility as long as he does not move too Q3F. Or how about flash bangs, those where always fun Q3F. Or the sniper rifle that fired when you released the mouse button, LOVED that Q3F. Not sure what they can change with the Heavy other than allowing bunny hopping while spinning but Im looking forward to it. . .Ahh the good old days. Actually the game is pretty damn balanced so the changes should be pretty subtle. Just 11 more days.
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#22 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,891
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Re: Big Update Coming From Valve
Poison is lame; all it does is make Pyro lose the one feature that sets him apart. Grenades aren't coming back.
For Sniper and Heavy, I can imagine something like the sabot rounds from Deus Ex. Weaker against meat, but strong against metal. A heavy would gladly switch to sabot to ride an uber in and mow down a three-engineer campsite, and a sniper who can break a gun in one or two shots would also be worth an inning. As spy, a sapper that did no HP damage, but couldn't be knocked off by a gentle breeze would be invaluable. If they want spies to sap so teammates can break stuff, Valve needs to give us a Sapper that will last long enough for us to turn on the microphone and say "MOVE IN." An incapacitation weapon, in the vein of the tranq dart, but could be implemented as a taser or chloroform, would be interesting. Instead of killing the enemy, they fall down like they were dead. Vox is disabled, chat works like they were *DEAD*, and they are immobilised for 30 seconds unless a medic heals them. The key is that the player could be kept out of the action for a very long time. Knock them out for 25 seconds, then come back and kill them to put them into the respawn queue for another 15. Very powerful, but likely not to fly because people would BAWWWWW about so much down-time.
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#23 (permalink) | ||
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,443
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Re: Big Update Coming From Valve
Quote:
Quote:
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#24 (permalink) |
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Join Date: Jan 2008
Posts: 488
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Re: Big Update Coming From Valve
I like the idea of Maggie's sapper. It would be good if they implemented a feature that gave the spy "assist points" for doing that, much like what a medic gets from healing the guy that's killing stuff.
But shouldn't we be worried about Pyro? I thought I read somewhere that he would be next down the line. How about a flamethrower that didn't do as much damage when you're actually hitting him, but the afterburn does more damage and/or lasts longer? Or the afterburn doesn't stop after a certain amount of time? |
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#25 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,891
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Re: Big Update Coming From Valve
All that would do is change the flamethrower to one of the beta versions before they had it balanced out.
What I can see is giving Pyro some area-denial power. For example, secondary fire would allow pyro to lay fuel on the ground that could be ignited and would burn for a few seconds. It'd be like the demo mines, except it could not be disrupted, and would work by lighting up players rather than blasting them.
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#26 (permalink) |
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Join Date: Jan 2008
Posts: 488
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Re: Big Update Coming From Valve
I have a feeling Valve could balance it out if they were set on doing it. But the thing about area-denial is that it's the demo's job. I was thinking about the flame traps when I was posting, but it just seems like it's not the pyro's job. Also, how would you be able to switch between the regular flamethrower and the trap one? Would the trap's regular burner do a lot less damage or just make a spark (so it would light the fuel)?
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#27 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,891
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Re: Big Update Coming From Valve
Demo is classed defensive and Pyro is classed offensive, yet demoes are the best way to offend engineers, while pyroes are great for defending against flanking enemies.
Primary fire would lay the fuel, secondary would flick a match.
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#28 (permalink) |
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Join Date: Jan 2008
Posts: 488
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Re: Big Update Coming From Valve
I meant in reality, not in groupings of classes. A demoman can kill people by laying stickies where they can't see them, but he can also make it so the enemy team sees them and simply goes around. As for offending engi's, the best way is to be an engi and pistol their SG to death.
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#29 (permalink) |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,715
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Re: Big Update Coming From Valve
moar details!
http://www.shacknews.com/onearticle.x/52236 http://shacknews.com/onearticle.x/52249 Looks like its going to be a PITA to get the ubersaw. I also see some admin headaches dealing with people not helping their team because they are trying to get a quite a few of these "achievements". |
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#30 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Ireland
Posts: 1,055
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Re: Big Update Coming From Valve
A lot of headaches more-like. A good chunk are completely anti-teamwork unfortunately.
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