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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. | ||
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Woke up confused on Thursday morning, after a night spent talking to a dog with a human head, dodging feathers thrown by a woman on a rocking horse in the rafters, avoiding a man with a fox snout moulded onto his mouth, exchanging glances with a badger couple, and applauding a woman who set her nipples on fire with a candle lit by an electrified cucumber – the Future Christmas party. The text from Craig that woke me up said the new Team Fortress 2 update namechecked me. !? The office is nuts at the moment because we’re just finishing the shortest issue cycle of the year, so we were already exhausted when we headed up to Reading for Play with PC Gamer Live: our big free LAN party. Met a lot of names I knew from comments here, as well as Twitter and the PCG blog. The event was partly to launch our PC Gamer Top 100 site. We’ve done our Top 100 article in the new issue, now we’re gathering votes for a gigantic public one. In the mag, Deus Ex has won for the first time ever – it’d be awesome to see it win the public vote as well. Vote! One of the main games we played there was Team Fortress 2, so Craig got in touch with Valve beforehand to see if they could lend us some cheaty weapons to hurt our readers with during the event. To their enormous credit, despite being days away from launching a major update, they did. We were able to turn ourselves into slow but nigh-invincible Medics with eternally critting bonesaws, Scout-speed Heavies with deadly boxing gloves, and Soldiers with rapid-fire rocket launchers that do one hundred times the normal damage and heal us with every hit. The next day the update was out, and I was determined to play fair. But then Robin, who sorted these ultra-weapons out for us, showed up in one of my matches and challenged me to a ridiculous weapon duel. I’d already seen him use the rocket launcher he loaned us, so I was picturing a jousting match with that when I agreed. I hadn’t considered what Valve’s personal versions of the new Demoman weapons might be. He’s invincible, on fire and able to kill anything in one hit – even me. I’m the Blue Soldier here, the video is taken by a Red Soldier named Traxantic, who by rights should have destroyed me many times over. Powerful and on fire I can deal with, but invincible makes things tricky. It meant the match was primarily about stopping him from getting to me, which meant buffeting him with streams of rockets as he charged. Inevitably he’d get too close, and I’d have to rocket-jump away and spray a salvo down on the map as I flew. I apologise to the many, many people killed in the crossfire, and also the people I just shot. Not everyone in the game knew who Robin worked for or guessed that my weapons were probably his doing, so some names were slung. Sorry dudes! For those that asked, I’m afraid I don’t have my ‘special’ pickaxe to show you yet – looks like there are still some teething problems with this update that ought to be ironed out first. I think it’ll be a regular pickaxe with a subtle sparkle to it and eventually a custom name, rather than a cheat-o-matic megapick. I still plan to use it to the exclusion of all else. The rest of the week was consumed by stuff you don’t care about, but it’s been awesome and exhausting in equal measure. I think we might finally be approaching the relaxing part of Christmas, so today I do nothing that doesn’t have ‘Fortress’, ‘Commander’ or ‘Trek’ in the title.
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x25killa: PCGamer Live was epic and I did managed to backstabbed one of the overpowered medics >:)
Merry Xmas and good tidings. | ||||
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So the Demoman and Solider are getting three unlockables each next week, and there’s a seventh weapon that will go to whoever kills the other one more. They racked up 2.7 million kills of each other in the first sixteen hours of this competition, and currently the Soldier’s in the lead. I was trying to remember what I hoped the Demoman and Soldier unlockables might be, a year and a half ago, so I dug it out of the archive. Both my suggestions for replacement melee weapons encourage and reward mid-air whacking after propelling yourself at the enemy with your explosives. I strongly suspect this seventh unlockable weapon, the one that could go to either class, is a melee weapon that critical-hits if used during or shortly after a rocket- or sticky-jump: it’s niche enough not to give the class it goes to a large advantage, and it’s one of the few areas of common ground between them. My only suggestion for the Grenade Launcher at the time was its complete and permanent removal. I still hate it, but if I had to take a guess at a viable replacement, it’d be kind of cool to have one whose charges stuck to players and walls, detonating after a short delay regardless of enemy contact. Less useful for direct hits, but more useful for injuring pursuers while retreating. Here’s the others: Wee Creepers: sticky-bombs that roll slowly towards nearby enemies, faster the closer they are. If an enemy’s close enough, they’ll follow him at Demoman walking-speed (very slightly slower than most classes). He can only lay four at a time, and they stop for a while if shot. Why? Almost every situation involving these conjours an entertaining mental image. Why not? This would allow players on your own team to screw you over by luring stickies towards you. It’s hard to say how much of a problem that would be, because to an extent it would require the enemy Demoman’s co-operation. If you’re close enough to them to lead them at walking speed, he’s probably just going to blow you up straight away. ![]() The Good Stuff: alternate whiskey bottle which, if not yet smashed, temporarily adds 50 health when doing the drinking taunt – even if it takes him above his usual maximum. The boost decays over fifteen seconds, during which time the Demoman is also immune to fall-damage. The bottle always crits while the Demoman has been airbourne for more than a second. Why? Bracing yourself for a good sticky-jump, whacking people at the end of it. Why not… that swingy dynamite he had in the first trailer! I’m only guessing, but I would think that made it too easy to take out an Engy, all his kit and everyone defending him without actually entering line-of-sight. The swinging charge-up animation was interesting, though – I wonder if you had to stay still during that. Last Ditch Digger: broken trench-shovel whose damage and attack-rate are proportional to the amount of health the Soldier has lost. Why? Apart from encouraging unlikely comebacks, it makes rocket-jumping spade-attacks more effective. And fun things should always be made more effective. ![]() Imploder: rocket launcher whose blasts suck people in rather than knocking them away. The actual damage radius is smaller than a standard rocket, but the ‘suck’ radius is larger than either. Why? Lets the Soldier cluster large groups of people into a tight space for maximum damage, but sacrifices his ability to juggle enemies, keep them at bay or rocket-jump – though some wall-climbing and ceiling-sucking is doable by firing the rockets above you. ![]() Skeet Shooter: shotgun which only and always crits on airbourne opponents. Can be drawn, fired and holstered by pressing Right Mouse, whichever weapon the Soldier is currently holding. Why? If you manage that, you deserve a crit. Why not… grenades! Hey, good idea! It looks like Valve completely forgot to put these in TF2, despite how fun it is to get killed by speculatively flung munitions bouncing arbitrarily around corners by trigger-spamming morons! Thank God we reminded them! Why not… heat-seeking rockets! Because aiming highly explosive projectiles to hit within a few meters of a target is still too hard! Not only should the modicum of skill required to play a Soldier successfully be removed, but it should be removed by an unlockable weapon that only the most skillful players will earn. Perfect! Why not… a rocket-launcher that’s more powerful but has to be reloaded more often? Reloading all the damn time is the least fun part about playing as a Soldier, and dying in one hit is the least fun part about fighting one. Let’s not exacerbate either. The rest of that post was here. War Were Declared is from, apologies for shakeycam, this.
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Lack_26: Jazmeister: I am a scientist, through thorough testing (fancy guessing) I can conclude that the Community Scattergun does in-fact make you suck.
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The new TF2 update is a bigger deal than expected: today Valve suddenly announced a huge list of balance changes and fun new touches, and also that the update was, like, out. We played around with it tonight, and the highlight by far is the new set of animations for the losing team running around after the match is won. At one point I broke into the enemy supply room and found a Scout, on his knees, just sobbing. The new mode, King of the Hill, is excellent – exactly what I wanted Arena to turn into. One cap point, quick rounds, normal respawning. More than half the matches I’ve played, both on Nucleus and the snowy new map, Viaduct, have been preposterously close. The control point sometimes changes hands two or three times after both teams’ countdowns are at zero, just because it keeps getting retaken during overtime. This, or some other glitch, is causing the histrionic announcer to declare “Overtime! OVER time! OVERTIME! Oooover time!” frantically for the duration. Oh, and I got my Shafted achievement for the Sniper – the one for killing someone with the taunt animation for the Huntsman bow. I’d cleverly fooled myself into thinking I already had it, because I have a screenshot of me stabbing a Medic through the neck with an arrow, but of course that was during the humiliation stage so it doesn’t count. Usually my quests for the taunt kills are more epic, but the Spy’s I got while cloaked – killing an Engy while his dispenser kept me invisible – and this one was just a spur of the moment decision. Terrifying nevertheless: sacrificing that gleeful certainty of killing someone who hasn’t seen you for the ridiculous risk of making yourself vulnerable, deep in enemy ranks, to achieve the same result in a more flamboyant way. Sorry VokKz. More scenes from update night: Also, holy shit, I’ve been nominated for another Games Media Award. I don’t have to nag you to vote for me this time, since it’s not a public vote anymore: this year it’s decided by a ‘panel’ of a hundred odd industry judges. Evidentally one or more of this mysterious cabal nominated me, and Graham, and PC Gamer, so if you’re reading this: holy shit, thanks! If only I knew someone on this panel so I could show them an unrepresentative selection of my work and beg for their vote. Not whoring myself is weird, I don’t feel seedy enough. Oh, that was the other thing, I’ve been made a Games Media Award judge. Anyone want to trade votes? Ah, that’s better.
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Roadrunner: When you go into work on Monday, Tell Buck we love him for putting alltalk on the PCG, and I would send him some toblerone of gratitude if the internet accepted actual objects.
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Anonymous: Personally, I can't seem to find class-restricted servers if I try. What's the secret? And are there any that just limit Spies? about 3/4 of my pie chart consists of spychecking and being backstabbed, and that's why I hardly ever play the game anymore, as neither is fun. No, I never play Engineer or Sniper either.
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Skulch.
Much as I suck with it, I’m still liking The Huntsman.
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Pentadact: The Huntsman stray-shots if you hold it down too long, or if you're moving when you fire. It feels to me like sometimes it stray-shots if you've just stopped moving, but I haven't tested that properly yet.
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The new unlock system -whereby players are awarded a random weapon they may or may not already have every few hours – is terrible. I love it. Because very suddenly, it awarded me the Huntsman. I certainly lust more fiercely after some of the Spy unlocks, but the bow and arrow is probably the newest thing in this update. I punctured a few Scouts on Arena: Sawmill before a friendly Pyro happened to run past flaming wildly, and caught my arrow on fire. Ace! I shot a Scout with it. Ace! He caught light. Ace! He burned to death. Ace! The Huntsman taunt involves thrusting an arrow rather nastily upside an imaginary victim’s guts. I plan to engineer a situation in which this victim is not imaginary. It really grates not being able to work my way towards the unlocks I want, though. It undermines the main driving force unlocks bring to the game: progression. Since it came up in the comments to the last post, my ideal system would let players pick an unlock to work towards, and tell them how many points they have to score to earn it – 500 for the Huntsman, say. Then there’d be a little toggleable bar on the HUD showing their cumulative progress towards achieving it. The sneaky Spy buffs in this update make him worth spamming even without the new unlocks: dressing as an enemy Spy, now that you appear to be wearing a mask, genuinely fools most players right now. It won’t last to that extent, but it’s nice that only one of his disguises is truly fallible now. Even their health is beyond suspicion, now: he appears as injured as the person he’s pretending to be, so no more blasting team-mates for being conspicuously half-dead. I’m looking forward to using enemy teleporters, though I’d still love an unlock that let me use them in reverse: jaunt from the exit to the entrance. Speaking of which, Doctor Disaster’s Spurious Sentry Spraypaint is still better than anything Valve came up with for the Spy. It is a source of sadness to me that the Spy’s killing joke – his fatal taunt animation – is the swishy knife fencing one. I’d suggested his flicked cigarette should permanently ignite anyone it hits, because it just seems classier. It is a source of some glee, though, that his murderous fencing can be performed invisibly: I taunt-stabbed a Sentry, then its Engineer, without being revealed. This, too, makes me beam. Taunt a few times with your disguise kit out. It’s early to judge, but I’ve taken a powerful enough dislike to Pipeline that I’m actively avoiding servers running it. It seems to have some uncircumnavigable chokepoints and the open areas don’t inspire me somehow. Arena, on the other hand, is not as hateful as I remember. I can still never forgive a system that asks anyone, ever, to sit out a round. But it’s only happened once, and so far I’m really liking the two new maps: Sawmill and Nucleus. As I said before Arena first revealed itself to be terrible, the map format fundamentally appeals to me: last man standing deathmatch, with a single time-release capture point to bring things to a head if they drag on. The server we played on at lunch permitted teams of at least 11, so no whole team had to sit out, but individual players still did, and the next time that’s me, my renewed tolerance for this nonsense will end.
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[VGN] Chronos[Ha-G]: Arg - I just got telefragged by MY OWN TELEPORTER recently. That's something I never saw coming...now I have to watch out for that.
On the plus side, if I see a friendly telefragged by a friendly, it's a dead giveaway to whomever just popped out...unless it was the spy that just got telefragged. | ||||
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Checking now, it doesn’t look like you can read the text of this wall at the start of Meet The Spy in the early YouTube leak: Which makes me wonder if they added one of these afterwards: Lots more fun ones in there – stringing them together is the Team Fortress 2 equivalent of fridge magnet poetry. Spoiler for the video: one of the characters in it turns out to be a Spy in disguise all along!
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Pentadact: Without, in most cases, the unlocks - or any notion they'll ever earn the one they want.
If it were me, I'd let players pick an unlock to work towards, and tell them how many points they have to score to earn it - 500 for the Huntsman, say. Then there'd be a little toggleable bar on the HUD showing their cumulative progress towards achieving it. | ||||


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Exploded
First Night, Second Life
The Best And Worst Of Mass Effect 2
SWAT 4: The Movie
Open World Games: The Good Stuff
A Stab At Meet The Spy
Don't Make Me Play Football Manager
Impression Of A Buddy

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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.