|
You can now buy stuff for real money in Team Fortress 2. First thoughts:
So it’s not nearly as bad as it could have been. But I think it’s been mishandled: if the point really is to channel money to community contributors, only sell community items. Add your own when players demand it. And if you don’t want to make non-purchasers feel left out, launch with a few Valve-made weapons unlockable with achievements, and make them the focus. Because that’s how I feel, as someone who doesn’t want to burn through a lot of cash on this. TF2 isn’t a game for me anymore – the only people who get to play it all are the ones prepared to pay. It’s nice that there’s a lot to unlock, but in practise, even the much lower crafting requirements are way too high for someone like me. It takes seven items I don’t want to make one that I do, and that’s more than I find in a month. Even after months of play, I won’t have the +25 health that Scouts who pay do. The chances of finding all the items required for a set bonus, particularly the hat, are negligible. I do really like the Black Box, though – a vampiric rocket launcher with a smaller clip. It limits your aggressive capacity, but suits the calculating way I play Soldier: safe distance, medkit near, Equaliser ready, Buff Banner steadily charging. The item that’s closest to one of my suggestions, the knife that rapidly steals your victim’s identity, is a total bust. The ability itself is a satisfyingly stylish flourish, but they’ve paired it with a wildly disproportionate drawback: the inability to disguise at will. That’s such a massive, constant pain in the arse for an advantage that’s really only useful when facing exactly two people, both of whom are looking the wrong way, and even then only if the second of them looks round less than a second but more than half a second after your kill. And doesn’t spy check. They should have actually stolen my idea, rather than independently coming up with their own that has just enough in common for me to make false accusations about it on my blog. My knife had some trivial drawback that would rarely hinder anyone – it’d sell even better. | ||
Jason L: I think those two events are identical. In a multiplayer game where all is mandatory, a "low-quality" update infects the whole thing. You can't just continue your third edition campaign; a sufficiently low-quality update to TF2 is functionally equivalent to turning off the servers.
| ||||
|
Engineer night was horrific. I haven’t seen this many stalemates since Hydro. Everyone’s desperate for the new unlocks, but the achievements that unlock them either require the unlocks, or are based around Engineering in the context of a normal game. Stuff like supporting a Heavy while he mows people down. When your friends and opponents are all just static installations of angry metal gun, there’s not a lot of scope for that. For the lucky few who got them, the new unlocks looked amazing. You can Wrangle a Gunslung Combat Sentry, so your damage boost negates its reduced damage output, your shield negates its level 1 hitpoints, and your beam gives it seemingly infinite range. It’s as ridiculous as that collection of words. In the end, none of the individual unlocks matched the specs of any of my suggestions closely enough to justify my mock accusations of plagiarism. But the set of abilities these give you – deploy small sentries quickly, move them, shield instead of repair, and direct their fire manually – is just what I wanted from mine. If I ever actually earn the damn things, I’ll be extremely happy. | ||
Fatalcrash: Hi Tom! Dunno if you'll read this, and sorry for hijacking this post, but I wanted to point this out to you?
http://www.youtube.c... ...r_embedded It's basically a group of GW owners deciding to 'donate' their wrenches away for charity. They've collected nearly $2000 so far, and at least three Golden Wrenches will be destroyed. Check it out! | ||||
verendus: is anyone able to actually play the game, or are the servers too busy for everyone?
| ||||
|
Not really, of course: the newly announced Wrangler is a more intricate beast than my Laser Pointer or Shield Spanner suggestions. It sounds ridiculous: not only do you get to direct your Sentry’s fire, but it’s also nigh-impervious to harm and twice as powerful. But of course, if you’re using the Wrangler, you’re not using your Wrench. So your Sentry isn’t getting healed, and it has to shut down for three seconds if you whip out your spanner. I won’t pretend to know how this will play out, but I actually think this is how Sentries should always have been. There should be no auto mode. Having the AI spot and shoot human players robs the Engy of the satisfaction of doing it himself, and the victim the knowledge that they were caught out by a real opponent. Instead, a computer has all the fun, and the players it kills don’t learn much: the computer simply out-damaged them. Most of the time I die to a Sentry, my only other option was to hang back and do nothing. So I’m glad the Wrangler sounds crazy powerful, because I’d like everyone to use it, all the time. I’d rather have a tougher but fallible opponent, and one that doesn’t rapidly self-heal, than the alternative. I’m taking some time off at the moment (which will hopefully translate to some progress with Private Dick), but Jaz and the guys have been running an amazingly good days-long liveblog of every snippet of information that’s come out about the Engineer update. | ||
Jason L: Something I hadn't thought of at the time - the Laser/Wrangler, assuming any degree of relevance, invalidates the Spray Paint doesn't it.
| ||||
|
There’s only one class left for Valve to update in Team Fortress 2, the Engineer. One by one, Valve have given each of the other eight characters a set of alternative weapons, and with each release there’s been a batch of new maps, game modes and features to play with. The amount of free stuff we’ve had since I wrote up the first details of the unlocks system at the start of 2008 is obscene. When the inventory system went down briefly before the latest update, we were temporarily stuck with TF2 much as it was in 2007. The feeling was, “Where did the game go?” Compare that to something like Halo 3, released around the same time, which has functionally barely changed and charged a total of £20 ($30) for its new maps. One thing that hasn’t changed since that article (funny to read in light of how much has) is the spirit of the updates, framed there: “The unlockables aren’t just beefed up versions of the weapons, they balance major advantages and disadvantages to fundamentally alter the role of that class.” While Steam forumites have turned that ethos into an imperative law to be screechingly enforced by the limp fist of internet tantrums, the gist is basically universal: the unlocks are supposed to change the way the class plays in a meaningful way. How successful have they been?
It’s an excellent track record. The mis-steps haven’t made those classes worse, just failed to improve them – a failure that’s default in other games. The way these unlocks are earned has also changed, but strangely. For the sake of the scrollbar, I’ll save what’s wrong with that and how to fix it for another post. | ||
Discrider: The backburner is rubbish.
While there is generally a path around the enemy team that enables you to use the crits, this actually translates to choosing not to charge 10 enemies in the face to charge 2 enemies. And then when you get behind the enemy, the crits bug out and don't trigger even though you are burying the nozzle in the center of the guy's back. This being said, it does work quite well on Badwater, since there are quite a few places where you can drop down onto people thus eliminating the need to get through the enemy lines before surprising them. If the crits were more reliable and more maps had such vertical mobility, then it might be a balanced unlock. But at the moment airblast beats a situational crit that has worse registration than the Spy's backstab. As for Bonk! I use it almost exclusively on 2fort. Assuming there is no sentry in their intel room, you can quite easily Bonk your way past the enemy Sentry guns in the courtyard and if no-one has seen you charge in, only the engineer will be chasing you during the slowdown period, since everyone else is too busy deathmatching to notice. You also don't need to run away. Once out of the Sentry's firing zone, merely duck around a corner and wait for the pursuing Engineer. When he appears, your scatter gets bonus damage due to the proximity of the target, and the Engineer gets dominated. Once past the courtyard Sentries, you take the intel and try ducking out through the grate, since most Sentries on 2fort are unable to track you before you disappear through that opening. And if all else fails, drop the intel, circle back down through the basement, Bonk! through the other entrance / courtyard, pick up the intel again since all the pursuers have headed for the basement looking for you, and complete the journey out of the base. This being said, you almost no longer have to do this in 2fort, since you can just go Soldier/Demo, deal with the Sentries, get your speed boosts, and carry the intel out of there at Scout speed. | ||||
Andrew: How about a new medigun for the medic that gets nerfed in some way (self healing, team healing, or uber charge) but adds ammo to the healing of your target. basically so you dont get stuck in enemy territory without ammo.
| ||||










![mann [cp] is looking good!](http://farm3.static.flickr.com/2793/4206982845_d09bf17c0f.jpg)
![mr doudou [-mini] is looking good!](http://farm3.static.flickr.com/2520/4207742264_19058eff3e.jpg)


































Subscribe to comments
A Stab At Meet The Spy
The Team Fortress 2 Experience
Impression Of A Buddy

Tim Edwards
Craig Pearson
Graham Smith
Rich McCormick
Richard Cobbett
Chris Livingston
Jon Blyth