New TF2 update hints at radical game changes

Where we come together to shoot 5punk.

Moderator: Forum Moderators

News Reader
Salmon Ninja Pirate Gayer
Salmon Ninja Pirate Gayer
Posts: 1215
Joined: December 13th, 2006, 14:27

New TF2 update hints at radical game changes

Post by News Reader »

Image 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.Image

Category: News
Publish Date: Tue, 21 Apr 2009 11:04:27 +0100
Read more...

Source: bit-tech.net Feed
Description: Computer hardware, games and technology reviews and news
Image
Sol
Ninja
Ninja
Posts: 1450
Joined: December 9th, 2004, 19:27
Location: Behind the sofa, Hertfordshire
Contact:

Post 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 :(
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post 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.
FatherJack
Site Owner
Site Owner
Posts: 9597
Joined: May 16th, 2005, 15:31
Location: Coventry, UK
Contact:

Post 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.
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post 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?
Gunslinger42
Ninja
Ninja
Posts: 1448
Joined: February 12th, 2005, 17:53

Post 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 :lol:
buzzmong
Weighted Storage Cube
Weighted Storage Cube
Posts: 7167
Joined: February 26th, 2007, 17:26
Location: Middle England, nearish Cov

Post 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.
ProfHawking
Zombie
Zombie
Posts: 2101
Joined: February 20th, 2005, 21:31

Post 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
Gunslinger42
Ninja
Ninja
Posts: 1448
Joined: February 12th, 2005, 17:53

Post 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.
HereComesPete
Throbbing Cupcake
Throbbing Cupcake
Posts: 10249
Joined: February 17th, 2007, 23:05
Location: The maleboge

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

Post 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.
Dr. kitteny berk
Morbo
Morbo
Posts: 19676
Joined: December 10th, 2004, 21:53
Contact:

Post 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.
Mr. Johnson
Mr Flibbles
Mr Flibbles
Posts: 4957
Joined: August 10th, 2006, 10:58
Location: belgium

Post 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.
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post 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.
Lee
Optimus Prime
Optimus Prime
Posts: 1138
Joined: February 12th, 2005, 16:31
Location: South Shields, UK

Post 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.
Grimmie
Master of Soviet Propaganda
Master of Soviet Propaganda
Posts: 7672
Joined: February 5th, 2005, 19:00
Location: Birming-humm, England
Contact:

Post 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!
Gunslinger42
Ninja
Ninja
Posts: 1448
Joined: February 12th, 2005, 17:53

Post by Gunslinger42 »

Lee wrote: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.
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.
TezzRexx
Dr Zoidberg
Dr Zoidberg
Posts: 4072
Joined: February 8th, 2005, 15:54
Location: BURMINGHUM, England
Contact:

Post 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.
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post 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.
Shada
Shambler
Shambler
Posts: 645
Joined: October 24th, 2007, 20:55
Location: Manchester

Post 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.
Post Reply