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New TF2 update hints at radical game changes
Posted: April 21st, 2009, 11:00
by News Reader
New TF2 update hints at radical game changes
A new patch that's just been released for Team Fortress 2 hints at a series of possible new features for the game.
Category: News
Publish Date: Tue, 21 Apr 2009 11:04:27 +0100
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Source: bit-tech.net Feed
Description: Computer hardware, games and technology reviews and news

Posted: April 21st, 2009, 16:18
by Sol
According to Kotaku it now looks like each class will not only be getting new optional headgear, but also some extra gear slots for grenades, PDAs and even buildings. How exactly these extra items will be added into the game remains to be seen however, though Valve hasn't yet commented on the story.
Other possible additions coming to Team Fortress 2 in the future include RPG-like weapon add-ons to improve stats. It looks like players will soon be able to beef up the firing rate, clip size and critical chance of their weapons, possibly even levelling them up over time.
No. Not grenades

Posted: April 21st, 2009, 16:24
by deject
I think the return of the unique grenades (i.e.: MIRV, Nail Grenade, EMP) would be cool, N thought they should have kept those from the start. The normal ones can stay at fuck though.
Posted: April 21st, 2009, 16:41
by FatherJack
I used to love causing havoc with those, the concussion and psychotropic gas grenades were fun too, even if you did always get yourself with them.
Posted: April 21st, 2009, 16:57
by Baliame
deject wrote:I think the return of the unique grenades (i.e.: MIRV, Nail Grenade, EMP) would be cool, N thought they should have kept those from the start. The normal ones can stay at fuck though.
Well I guess Demos will get an alternative type of grenade as their main weapon. (maybe EMP-type - double damage against buildings, half against people?)
Special effect grenades would be fun but vanilla grenades can give eachother rimjobs for all I care.
It'd win all the elitist Fortress Forever fags over though, and it'd be the way down the CS road. From the comments:
Yes, I remember them saying explicitly in the commentary that they took out grenades because they were too frustrating for new players.
So they're not getting new players anymore?
And excuse me but Kotaku? Since
when is Kotaku a reliable source?
Posted: April 21st, 2009, 17:39
by Gunslinger42
Can't say I really like what this update seems to be hinting at. It looks like they're changing it from a regular FPS with alternative/unlockable weapons to some kind of RPG with upgradable weapons, "rare" weapon drops, a backpack inventory, useless hats, etc

Posted: April 21st, 2009, 17:47
by buzzmong
I think in the last 12 months they must have employed someone in TF's design team that's completely hatstand.
They've already irked a number of the community with the Sandman due to how utterly over powered it makes scouts, and the new backpack system, more changes should be amusing at least.
Posted: April 21st, 2009, 17:52
by ProfHawking
I've not played TF2 since they first did the changes where you got extra bonus things. I dont like things that stray out of my zen FPS comfort zone
Posted: April 21st, 2009, 17:53
by Gunslinger42
buzzmong wrote:I think in the last 12 months they must have employed someone in TF's design team that's completely hatstand.
They've already irked a number of the community with the Sandman due to how utterly over powered it makes scouts, and the new backpack system, more changes should be amusing at least.
I'm sure they wrote recently that they hired an outside team just around the scout update (maybe just after) to help create new content because of how long it was taking them to do it by themselves.
Posted: April 21st, 2009, 18:34
by HereComesPete
ProfHawking wrote:I've not played TF2 since they first did the changes where you got extra bonus things. I dont like things that stray out of my zen FPS comfort zone
Anything that isn't sauce is outside your comfort zone. In fact anything that isn't counter-strike is outside your comfort zone!
Posted: April 21st, 2009, 20:57
by Fear
I'd like to see all "upgrades" removed personally.
Back-burner is far too powerful when not behind someone, the scout stun thing is just an all-round bad idea.
I'd also like to see the sniper class removed as I feel it goes against the general 'fun' feel of the game. Getting one-shot-killed by someone so far back they are untouchable soon gets old.
Posted: April 21st, 2009, 21:02
by Dr. kitteny berk
Fear wrote:I'd like to see all "upgrades" removed personally.
Back-burner is far too powerful when not behind someone, the scout stun thing is just an all-round bad idea.
I'd also like to see the sniper class removed as I feel it goes against the general 'fun' feel of the game. Getting one-shot-killed by someone so far back they are untouchable soon gets old.
I also feel they should remove engineers, scouts, pyros, soldiers and spies, as they can all be used to dominate the other team.
Posted: April 21st, 2009, 21:10
by Mr. Johnson
I never really had that much of a problem with the snipers in TEEF, they're less of a pain then in say, CS:S or BEEF.
It helps with taking out more powerful players, as to give you a fighting chance against heavies and such.
Posted: April 21st, 2009, 21:45
by Baliame
HereComesPete wrote:
Anything that isn't sauce is outside your comfort zone.
Yeeeeah, and TEEF is totally not sauce.
Fear wrote:I'd also like to see the sniper class removed as I feel it goes against the general 'fun' feel of the game. Getting one-shot-killed by someone so far back they are untouchable soon gets old.
Just put a sniper at your "far back" and they will fight it out. Or otherwise any decent spy can take those out. Pyros with flare guns also make them panic.
Posted: April 22nd, 2009, 11:51
by Lee
This thread makes the delete button make alot more sense:
http://forums.steampowered.com/forums/s ... p?t=845583
I still don't see why they added it now when the rest of the feature isn't finished.
Posted: April 22nd, 2009, 11:58
by Grimmie
Dear lord, Fear. Fail.
Snipers are important on TEEF, especially if we get the Hunted map back again.
In original TF they were piss easy to use and far more deadly, thus making the entire team have to work together to progress up a battlefield.
They made a nomansland that only scouts, heavies and medics could cross untill a spy or a sniper chipped in to remove them.
SNIPER IS CREDIT TO TEAM!
Posted: April 22nd, 2009, 12:28
by Gunslinger42
The delete button makes sense with that, but overall it sounds like a shit idea. I just don't like the idea that in an FPS there are going to be people who have weapons that are flat out better than yours based purely on chance (or because they play for 18 hours a day and so gain newer weapons more often, which increases their chance of getting a rare/better weapon).
A bunch of players had problems just with crits because they were semi-random events that made a rocket or bullet "unfairly" better than the ones you were firing (I don't mind crits though, everyone gets them once in a while so I don't think it matters that they're "overpowered", and more importantly the base weapon performs the same way for everyone) but having weapons that are always better than your opponents seems kind of shit.
Posted: April 22nd, 2009, 12:41
by TezzRexx
I liked 'nades in the first TF but i'm not sure if the gameplay change would be for the better, I quite like the way TF2 plays at the moment.
Posted: April 22nd, 2009, 12:41
by Baliame
Gunslinger42 wrote:I just don't like the idea that in an FPS there are going to be people who have weapons that are flat out better than yours based purely on chance
They won't because
Valve loves trade-offs.
Posted: April 22nd, 2009, 12:41
by Shada
I doubt they'll necessarily be better. They have maluses as well as bonuses, by the look of it - so your high capacity minigun might do less damage than a low capacity one, or a rocket launcher that lands more criticals might fire a lot slower and deal less damage on non-critical shots. Like the unlocks we have now - not necessarily better, just different.
It's fucking boring using the same gear over and over again, I'll be glad to have some slightly different things to play with.