TF2 Gets Unlockables

Where we come together to shoot 5punk.

Moderator: Forum Moderators

Fear
Zombie
Zombie
Posts: 2032
Joined: August 6th, 2006, 21:45

Post by Fear »

ProfHawking wrote:Hmm, good i hope...

I dont like the idea of extra stuff to pepole who have played it loads, like in COD4 it means that Noobies are so underwhemlmingly equipped that it is very frustrating to beginners.
I felt like this in COD, and was what lead to me not playing it much. That and my gfx sucked.

I do not like the idea of unlockables in TEEF, I have never liked them in any game. Anything that gives an advantage over another player is not a good thing imo. Pointless stuff like costumes or single player rewards seems good.
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

I find games with persistent unlocks and ranks far more compelling, because I get a sense of achievement. I genuinely think that the higher ranking players in COD have the advantage because they've played the game more, not because of the unlocks. It's odd that you don't like unlocks and equipment giving one player an advantage - surely that's what happens in Eve if you boil it all down?
Woo Elephant Yeah
Heavy
Heavy
Posts: 5433
Joined: October 10th, 2004, 17:36
Location: Bristol, UK
Contact:

Post by Woo Elephant Yeah »

I worry about this making the game more unbalanced, which is a shame as it is probably the most balanced MP game I have ever played.

Knowing Valve though, I am sure it will be done well
HereComesPete
Throbbing Cupcake
Throbbing Cupcake
Posts: 10249
Joined: February 17th, 2007, 23:05
Location: The maleboge

Post by HereComesPete »

The more powerful weapons possess bigger drawbacks as a result. They mentioned the heal gun that heals to twice as much instantly, but probably won't do any ubercharge. They will affect gameplay, but it'll all even out as new counter tactics develop.
Gunslinger42
Ninja
Ninja
Posts: 1448
Joined: February 12th, 2005, 17:53

Post by Gunslinger42 »

I think the only way they'd cause the game to be unbalanced is if they go the route of making the unlockable weapons flat out better than the default ones, but I have faith valve will make them balanced alternatives rather than just upgrades.
Hehulk
KHAAAN!
KHAAAN!
Posts: 4746
Joined: April 18th, 2005, 15:36
Location: Bummingham, England
Contact:

Post by Hehulk »

How would you go above upgrading the heavy without making him over-powered? Or the Pyro?
Dr. kitteny berk
Morbo
Morbo
Posts: 19676
Joined: December 10th, 2004, 21:53
Contact:

Post by Dr. kitteny berk »

Hehulk wrote:How would you go above upgrading the heavy without making him over-powered? Or the Pyro?

Heavy: Faster ROF, less damage per bullet & Slower ROF, more damage per bullet.


Pyro: More range, less damage.
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post by Baliame »

Or an alt-fire for pyro gun to spill oil on the targets but if you ignite them you probably take damage too from explosion?
FatherJack
Site Owner
Site Owner
Posts: 9597
Joined: May 16th, 2005, 15:31
Location: Coventry, UK
Contact:

Post by FatherJack »

I'd love to see the flamy-set-snipers-on-fire-through-the-floor rockets the old Pyro had returning, but like grenades for every char it's probably for the best that they're gone. It was the most underplayed class before and now with no range other than the shotgun, it can frustrating to play when people keep just out of range of you.

Sentries could perhaps do with being a little more vulnerable to fire, and it should be harder for people to see when they're on fire.

Some changes to make it not so blatently obvious you're a Spy might encourage me to play the class a bit more, but then the people that play as Spies a lot seem good enough at it already without additional help.

All the melee damages are a bit high, Scouts really shouldn't be killing people (they used to have a crap nailgun rather than a dangerous shotgun), but it does add to the lols.

Need to revisit the post I made about strengths/weaknesses of classes vs. each other to see if there's any obvious holes.

Snipers seem quite crap, but that's no bad thing.
Last edited by FatherJack on January 29th, 2008, 9:01, edited 1 time in total.
Hehulk
KHAAAN!
KHAAAN!
Posts: 4746
Joined: April 18th, 2005, 15:36
Location: Bummingham, England
Contact:

Post by Hehulk »

FatherJack wrote:Snipers seem quite crap, but that's no bad thing.
That seems to depend upon the map and player narf. I don't think the sniper is much good either, but I've seen my brother get some amazing shots using it, on a regular basis.
fabyak
Home-made Big Daddy
Home-made Big Daddy
Posts: 5681
Joined: October 14th, 2004, 14:02
Location: Oxford, England

Post by fabyak »

Hehulk wrote:
That seems to depend upon the map and player narf. I don't think the sniper is much good either, but I've seen <s>my brother get some amazing shots using it,</s> fab shoot me in the face on a regular basis.
Betterer 8)
Last edited by fabyak on January 29th, 2008, 11:06, edited 1 time in total.
FatherJack
Site Owner
Site Owner
Posts: 9597
Joined: May 16th, 2005, 15:31
Location: Coventry, UK
Contact:

Post by FatherJack »

Having read the wiki thing I started (http://www.5punk.co.uk/wiki/index.php?title=Team_Fortress_tips) it seems noone's invulnerable, but that Scouts have an advantage over the most classes.

Getting behind heavies and medics, jumping over pipe bombs and rockets, as well as those super-fast captures.
fabyak
Home-made Big Daddy
Home-made Big Daddy
Posts: 5681
Joined: October 14th, 2004, 14:02
Location: Oxford, England

Post by fabyak »

Mr the Scout wrote:Need a dispenser here
spoodie
Site Moderator
Site Moderator
Posts: 9246
Joined: February 6th, 2005, 16:49
Location: Essex, UK

Post by spoodie »

FatherJack wrote:I'd love to see the flamy-set-snipers-on-fire-through-the-floor rockets the old Pyro had returning, but like grenades for every char it's probably for the best that they're gone. It was the most underplayed class before and now with no range other than the shotgun, it can frustrating to play when people keep just out of range of you.
A Molotov cocktail weapon would be win!

As a pyro I generally wait for people to come to me, ambush is the best way.
fabyak
Home-made Big Daddy
Home-made Big Daddy
Posts: 5681
Joined: October 14th, 2004, 14:02
Location: Oxford, England

Post by fabyak »

Mr the Scout wrote:Need a dispenser here
Woo Elephant Yeah
Heavy
Heavy
Posts: 5433
Joined: October 10th, 2004, 17:36
Location: Bristol, UK
Contact:

Post by Woo Elephant Yeah »

FatherJack wrote:Having read the wiki thing I started (http://www.5punk.co.uk/wiki/index.php?title=Team_Fortress_tips) it seems noone's invulnerable, but that Scouts have an advantage over the most classes.

Getting behind heavies and medics, jumping over pipe bombs and rockets, as well as those super-fast captures.
Nice guide, a few things there I had not thought of doing yet.
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post by Baliame »

FatherJack wrote:Having read the wiki thing I started (http://www.5punk.co.uk/wiki/index.php?title=Team_Fortress_tips) it seems noone's invulnerable, but that Scouts have an advantage over the most classes.

Getting behind heavies and medics, jumping over pipe bombs and rockets, as well as those super-fast captures.
Also quite sucky damage and free kills by sentry.
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

I find the classes to be fairly evenly balanced. I tend to die at the hands of all the classes fairly evenly, and suck at all of them to a similar level.
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post by deject »

Post Reply