Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.
Damn, I was in the middle of composing an eloquent post that phrased with restraint and reason why I found it hard to imagine this having a positive net effect on the game. Now it’s not going to look like I’m prescient.
Tom Francis: By the way, I've just tweaked James' master code to make the titles of Link posts links to the links. Because I kept clicking on them, dumbly expecting a behaviour I hadn't coded.
EViL HULiO: Wow, this is news out of no where. The overhealer sounded cool, if a little over powered. Guess we are going to have to wait even longer for the update now..
ChrisL: Well, I'd still like to hear your reason and eloquence.
The_B: Is it too early to make a 'Tom Fortress 2' quip yet?
roburky: But how do you get to the specific page for a blog entry if you can't click on the title?
Tom Francis: Er, I may have oversold it a little. Most people focus on the idea that everyone would have been running around with double-health, and that's my fault: Valve stressed that they hadn't settled for sure on those figures, and I reported them anyway. There didn't seem another way of communicating the severity of the changes they were talking about.
My thing about the Medic is, he's not fun enough for people to play him as often as they play the Engy, but he's so powerful that he's every bit as essential to success. So often success is just a case of which side has more people prepared to sacrifice their real class preference to go Medic and help the team.
The Overhealer seemed like it would make him even more essential to the team, and even less fun to play: you lose the one moment of true joy the Medic has right now - Ubercharge - and add a whole lot more holding down fire on friends so they can go out and have more fun than you.
Overall, I'd like to see the Medic become more fun and slightly less essential. In terms of unlocks, I'd like to see some that cater to what roBurky plays - what the Control Point guys call a Shadow Medic (after the more aggressive build of Priest in World of Warcraft). Medics who take breaks from healing to bonesaw the surviving enemies, hunt Spies, pick Scouts out of the air.
I have a couple of ideas for this, actually - there's a big old Unlocks post in my drafts folder I've been adding to for ages, I should probably make it live.
roBurky: I'm assuming people won't usually want to link to me linking other people, but the Comments link still takes you there, after a fashion.
WeakLemonDrink: Haing you seen in the latest update that they're fixeda bug that means Soldiers and Demomen were getting higher rates of critical hits? This seems to have been skimmed over a little bit, but I think it's time to shout from the rooftops that us moaning minnies complaining about the Soldier having a near God-like power actually had a point.
Tom Francis: Yeah, that happened while I was away, and I thought the forums would be full of fireworks and bunting. I've played Soldier since, though, and it seemed the same to me: I still got an absurd number of crits.
The formula for how crits are intended to work is biased towards the most damaging classes, rather than the most useful or highest scoring, and the stats show exactly what you'd think: Soldiers do the most damage by some margin.
ChrisL: I was trying to think up some unlocks for medics (and other classes as well). It's hard to come up with things that wouldn't fundamentally alter the game balance. Like a Leech Gun, or something, would be fun -- sort of the opposite of the medigun, it slowly drains the health of an enemy to fill your uber -- but it almost turns the medic into a pyro in a lot of ways.
Tom Francis: Nothing wrong with things that alter the game balance, so long as they don't... make it rubbish. I'd been thinking about a negative-healer too - it feels like it'd be fun - but not as a replacement Medigun. I'd replace the Syringe Gun with it, so it's only ever a backup weapon. I hadn't thought about letting it charge Uber; might be quite a nice risk/reward thing, given that the more Uber you have the less you want to risk your life. But I wouldn't want to incentivise an alternative to healing people who need it, and it might do that.
One interesting debuff for a Medic unlock would be to prevent it from gaining ubercharge by healing people above their normal maximum, so that it would only get you anywhere when you healed people who really needed it.
Jason L: Didn't TF Original have a slow-moving, arcy Syringe Gun which killed slowly but inevitably after one hit? Seems somewhat similar to a Leech Gun, although making Uber work with it might be difficult. Actually, I bet it has at least a conceptual similarity to Action Quake Knife...?